Easy, Simple Classes (need cleric architype)

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Ryan_Singer
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Easy, Simple Classes (need cleric architype)

Post by Ryan_Singer »

I am running a game where every player who has signed up is like a child. Seriously.

I need rules that are both easy to explain, and non-broken.

Right now, I have 4 players. I am allowing them to choose from the options I give. So far, I have allowed a Fire Mage (Frank's version), a Barbarian (also Frank's version, as an experiment, I'm letting him use RacesofWar feats), and a Rogue (PHB). I think it would be fun to have the last guy be some sort of healer/buffer type, but Cleric and Druid aren't what I'm looking for. My basic request is a Healer/Buffer class along the lines of the RoW Barbarian (good simple mechanics for hitting things really hard) and the Fire Mage (Good, simple mechanics for blowing things up). Anyone have good ideas?

--
Ryan

PS - it looks like I'm moving back to the bay area in August, I'll look you guys up when I get there.
Neeek
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Re: Easy, Simple Classes (need cleric architype)

Post by Neeek »

I think I've got some notes on a character that basically stood around and radiated bonuses to other people. Is that what you were looking for?
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NineInchNall
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Re: Easy, Simple Classes (need cleric architype)

Post by NineInchNall »

Dragon Shaman, while sucky, serves both roles that you mention and is quite easy to explain.
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Re: Easy, Simple Classes (need cleric architype)

Post by Iaimeki »

The difficulty with this request is that it's really hard to make a simple healer/buffer class that couldn't be played by a simple piece of computer code. If the buffs are something a new player can understand, they'll be things like +damage, +attack, +AC, and +saves. However, using these is really pretty automatic, and they're annoying to handle in a game because they require everyone to recalculate their stats every time. Meanwhile, combat healing is almost never the right choice in D&D, and even when it is, it's also obvious how and where you should use it. Even barbarians and fire mages have tactical options, and as their players learn the game, they can branch out between just saying, "I attack," every round, if they want to. I don't know how a healer/buffer can have the same.

If I haven't talked you out of the idea, it would give me a better idea of what you're looking for if you tell me, specifically, what you want this character doing in combat?
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Re: Easy, Simple Classes (need cleric architype)

Post by User3 »

NineInchNall at [unixtime wrote:1173654700[/unixtime]]Dragon Shaman, while sucky, serves both roles that you mention and is quite easy to explain.


Perhaps a Dragon Shaman Variant that doesn't suck?
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Re: Easy, Simple Classes (need cleric architype)

Post by Username17 »

The primary difficulty of "healing" and "buffing" is that both of these abilities are inherently defined as combat equivalent actions which there is no reason to do in combat. A buff is ideally equivalent to an attack (i.e.: your next 3 attacks are each 33% better so overall it's just like you attacked once on each of the four rounds of combat). A heal is ideally equivalent to an attack as well (in that you spent an action to negate an enemy action).

But of course no power on Earth can stop a heal from going off after the battle (where indeed it will often do the most good). And it is a rare circumstance where a man can't use a buff before combat even starts. The traditional D&D 3rd edition methodology has been to retaliate by making heal and buff actions exceedingly worthless. The idea is that if these actions aren't good then the turn advantage you get isn't a massively important deal.

And that hasn't been an ennormously effective strategy. What actually happens is that people pick up a crap tonne of different buffs that all stack and they layer them on like makeup on a chickenhead before they even leave the house. And then they grab a wand of cure light wounds and they completely wipe away the effects of any combat after they win - the Wealth By levels guidelines even say that they are supposed to be reimbursed for their expenditures of charges.

So what we're looking at is a character whose design goals are:
  • Buffs other party members (self buffs are just like having normal abilities except more addition is involved).
  • Heals Allies.
  • Is actually useful in combat.
  • Simple to explain.
  • Easy to Use.


So let's go.

Marshall
"The Jarls of Niefelheim think to banish our summers to a land of darkness. If they succeed there will be no second chances, no future generations. We will stop them here. For if our children's children are to even exist, they must remember our bravery on this day!"

The Marshall is a leader of men. Whether a member of a squad of Halfling special forces or the head of a rampaging horde of Bugbears, the Marshall's true home is the battlefield.

Alignment: Leaders arise on every aspect of the wheel. From the hordes of the Orcs to the formations of the Dwarves, there is almost always a charismatic leader at the head of any serious army. Serious armies are often employed by the forces of Law, as the forces of Chaos are often wont to be embodied by individuals pillaging without reference one to another. But the forces of Chaos have their share of tyrants as well.

Races: Almost all Marshalls are humanoids. There are few races of Giants or Magical Beasts that form warbands sufficient to warrant military leadership.

Attributes: Charisma is oof prime importance to a Marshall. Other than that, a Marshall spends a lot of time yelling in plain view of enemies, so Constitution is of perhaps greater importance for them than it is to many other classes.

Starting Gold: 6d6x10 gp (210 gold)

Starting Age: As Paladin.

Hit Die: d12
Class Skills: The Marshall's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge [Any] (Int), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skills/Level: 4 + Intelligence Bonus
BAB: Good (as Fighter), Saves: Fort: Good; Reflex: Good; Will: Good

Level, Benefit
1 Battle Shout, Heal Injuries, Inspire Bravery
2 Untiring, Magic Circle
3 Dispelling Glare, War Shout
4 Bolster Allies, Inspire Heroism
5 Aura of Healing, Project Voice
6 Leadership, Restoration
7 Heal, Terrible Shout
8 Inspire Foolishness, Delaying Shout
9 Inspire the Masses, Revive the Dead
10 Mass Heal, Command Enemies
11 Massive Presence, Inspire Greater Heroism
12 Convert Opponents.

All of the following are Class Features of the Marshall class:
Weapon and Armor Proficiency: Marshalls are proficient with all simple and Marshall weapons, as well as any Exotic Weapons appropriate to their race, religion, or culture. Marshalls are proficient with light, Medium, and Heavy armor as well as Shields and Tower Shields.

Battle Shout (Ex): With a Swift Action, a Marshall may scream super loud and work up his allies for battle. All allies within short range gain a Morale Bonus to attack and damage rolls for 10 rounds. This bonus is half the Marshall's class level (rounded up) or the Marshall's Charisma modifier, whichever is less. Allies must be able to see and hear the Marshall for this bonus to take effect.

Heal Injuries (Sp): The blood of an army is the life of its men, and soldiers who cannot fight are less than worthless. With a one minute ritual, a Marshall can heal a number of characters equal to his class level of a number of hit points of damage equal to his ranks in the Heal skill. This action may be taken a number of times per day equal to 3 + the Marshall's Charisma Modifier (if any), and all affected characters must be within close range of the Marshall or the entire period.

Inspire Bravery (Ex): A Marshall's mere presence is a boon to the morale of his compatriots. All allies within short range of a Marshall may add the Marshall's Charisma modifier to their saves against [Fear] effects.

Untiring (Ex): A 2nd level Marshall need not ever sleep and is immune to any effects which cause fatigue, exhaustion, or sleep.

Magic Circle (Su): A 2nd level Marshall radiates a magic circle against an alignment of his choice at all times. He can end, resume, or change the alignment of his circle as a Swift action.

Dispelling Glare (Su): A 3rd level Marshall can attempt to destroy a magical effect by staring at it really hard. As a Swift Action, the Marshall may attempt to dispel a single magical effect or suppress a single magical item within medium range and line of sight. The dispelling effect and DC is as per dispel magic, and the Marshall's check is a d20 + Marshall Level.

War shout (Ex): At 3rd level, a Marshall's Battle Shout effects all allies within Long Range. The allies must still be able to hear and see the Marshall as normal.

Bolster Allies (Ex): With a Swift action, a 4th level Marshall may assist all allies within short range of himself. These allies may each reroll one die roll made before the Marshall's next turn. They must be able to see and hear the Marshall when the reroll is called for.

Inspire Heroism (Ex): The allies of a 4th level Marshall are capable of heroic, even improbable feats so long as they can see and hear the Marshall. All allies within Short Range of the Marshall gain a +1 Luck bonus on attack rolls, skill and ability checks, and saves.

Aura of Healing (Su): A 5th level Marshall can activate an Aura of Healing as a Swift Action. This aura lasts for 10 rounds and may be activated a number of times per day equal to the Marshall's Charisma modifier. All allies within short range heal a number of hit points equal to the Marshall's ranks in Heal during the Marshall's turn while the aura is in effect.

Project Voice (Ex): The voice of a 5th level Marshall carries super far. In anything approaching normal conditions, the Marshall can project his voice out for a mile. The Marshall can automatically dispel a silence or similar effect as a Swift action.

Leadership: At 6th level, a Marshall gains a Leadership feat that he qualifies for as an additional feat.

Restoration (Sp): A 6th level Marshall canh cast restoration as a spell-like abilty at will.

Heal (Sp): A 7th level Marshall may use heal as a spell-like ability with a caster level equal to his Character Level. This may be used a number of times per day equal to his Charisma modifier.

Terrible Shout (Ex): A 7th level Marshall can spook all enemies within Medium range with a terrible war howl. Enemies who can see and hear the Marshall within range must make a Will save (DC 10 + ½ Level + Charisma Modifier) or become frightened for 10 rounds. This is a [Fear] effect and only affects creatures with an Intelligence score. Creatures who succeed in their save are unaffected for the next 24 hours.

Inspire Foolishness (Ex): People do dumb stuff for an 8th level Marshall. All allies within Short Range of a Marshall are immune to Fear so long as they can see and hear the Marshall.

Delaying Glare (Ex): An 8th level Marshall can trip up and delay enemies with a steady Glare and an intimidating stance. With a Swift Action, the Marshall may force all enemies within Medium Range to make a Will save (DC 10 + ½ Level + Charisma Modifier) or become slowed for 10 rounds. Enemies must be able to see the Marshall, but they need not hear him.

Inspire the Masses (Ex): The Inspiration abiilties of a 9th level Marshall extend to Long range, provided that the allies can still see and hear the Marshall.

Revive the Dead (Sp): A 9th level Marshall can refill the ranks of his army by returning the fallen to life. With a 10 minute ritual, the Marshall can return a dead creature back to life so long as it dies within a number of days equal to the Marshall's ranks in the Heal skill. The newly alive awaken with a number of hit points as if they had had zero and then rested for 1 day (usually 2 hit points per hit die). The Marshall may do this a number of times per day equal to his Charisma modifier. This abiilty does not affect a character's level, nor does it restore removed body parts.

Mass Heal (Sp): A 10th level Marshall can cast mass heal as a spell-like ability a number of times per day equal to his Charisma modifier.

Command Enemies (Ex): With a standard action, a Marshall can issue commands to opponents as the spell greater command. Unless enemies make a Will Save (DC 10 + ½ Level + Charisma Modifier), these commands are obeyed. This is a [Mind Affecting] [LKanguage Dependant] ability.

Massive Presence (Su): An 11th level Marshall can grow one size category and emit light as a bonfire at will. In addition to making the Marshall stronger and more powerful as normal, the Marshall is of course much easier to see. This effect may be begun or ended as a Swift Action.

Inspire Greater Heroism (Ex): At 11th level, the Luck bonus provided by Inspire Heroism increases to +2. It still affects all allies who can see and hear him within Long Range (because of the Inspire the Masses ability).

Convert Opponents (Ex): A 12th level Marshall can make an opponent within Medium Range Friendly to himself and his cause with a Standard Action unless the creature makes a Will Save (DC 10 + ½ Level + Charisma Modifier). This is a [Mind Affecting] [Compulsion] effect, but any changes in attitude caused by subsequent Diplomacy or actions are not. In all other respects, this functions as charm monster. This ability may be used at will.

-----------

That's a character who will be vaguely effective in combat at best, and spend a lot of time shouting in a relatively simple way to boost allies or heal them. The character's out-of-combat healing is just large enough to be functionally limitless but just small enough that it can't actually push you into abusive lava-swimming territory.

Edit: Oops, left the "Heal" skill off their list - that's actually pretty important.

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shau
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Re: Easy, Simple Classes (need cleric architype)

Post by shau »


FrankTrollman wrote:Marshalls are proficient with all simple and Marshall weapons...


A pun?
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Re: Easy, Simple Classes (need cleric architype)

Post by Username17 »

shau at [unixtime wrote:1173670630[/unixtime]]
FrankTrollman wrote:Marshalls are proficient with all simple and Marshall weapons...


A pun?


Yeah. Sorry about that one. Too easy to resist I think.

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Re: Easy, Simple Classes (need cleric architype)

Post by User3 »

Perfect! Thanks Frank!
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Re: Easy, Simple Classes (need cleric architype)

Post by Judging__Eagle »

Seriously, Frank, you write up cool and easy to understand classes the way other people talk out their butt.

Or do you have this giant stockpile of classes that you've written up and you simply trot one out when someone asks for a specific type of character class?

No, really, b/c you posted this class about 8 hours after the OP was made.
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Re: Easy, Simple Classes (need cleric architype)

Post by Ramnza »

I've always kind of wondered myself. Where do you find the time to create so many detailed classes?

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Re: Easy, Simple Classes (need cleric architype)

Post by Crissa »

I'm pretty sure the Marshall came from his arguments on this board about Paladin months ago.

...On the other hand, he usually talk out of his highly academic butt.

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Re: Easy, Simple Classes (need cleric architype)

Post by Username17 »

The Marshall was concepted out while I was walking my dog. Then I came back to my house and flipped through the Monster Manual and PHB for a bit to figure out what kinds of effects the character would have to be able to heal. That's where the Dispel comes in - it's a blanket effect that stops most effects and isn't otherwise that useful. I have a template that I fill in blanks for when writing a class so it comes out board formatted. All in all, I think I probably spent about half an hour actually writing it on my computer.

Honestly, the class should have break enchantment at some point. Maybe once a day or so. Probably the Perform skill as well. Levels 13-20 would probably have to introduce combat resurrection effects just to keep up with the number of Save or Die effects that are thrown around in a round. I totally copped out by just sort of... not writing... those levels. They make most people pretty upset.

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Re: Easy, Simple Classes (need cleric architype)

Post by Brobdingnagian »

By the gods, it's almost recognisably useful! It must be broken!

...

Sorry, I was just thinking someone should say that in case no one from the WotC boards stops by.
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Re: Easy, Simple Classes (need cleric architype)

Post by Bigode »

Brobdingnagian wrote:By the gods, it's almost recognisably useful! It must be broken!

...

Sorry, I was just thinking someone should say that in case no one from the WotC boards stops by.
I am from the WotC boards (now Gleemax [vomits]), and wouldn't say so - I don't think the veterans there would either (just kidding, I know the kind of retard you refer to - I've heard this week that fighters are supposed to be useless out of combat).

Seriously: in fact, I think this is the weakest class Frank has made, and think it could use some extra power to fit in a Tome game (maybe even in mine). Regardless, it's very cool (and relevant at all levels, if maybe a bit underpowered), and I'd totally play it.

Care to explain the power level issue, Frank? Also, well, the save-allowing abilities (barbarian's great blows, knight's draw fire, samurai's iaijutsu master, monk's relevant fighting styles, IIRC) always count half character level instead of class level and the spell-emulating abilities use the default rule of CL = HD; so, why's the marshal saddled with a dispel check based off class level (which, especially, cannot avoid obsolescence currently if the campaign just happens to have more than 12 levels)?
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Re: Easy, Simple Classes (need cleric architype)

Post by rapanui »

I was wondering the same thing Bigode.
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Re: Easy, Simple Classes (need cleric architype)

Post by Judging__Eagle »

Change it in your game.

[/oberoni fallacy]
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Re: Easy, Simple Classes (need cleric architype)

Post by Bigode »

Yep, JE.

Frank: any chance of seeing the marshal finished?
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Re: Easy, Simple Classes (need cleric architype)

Post by JonSetanta »

Bigode's mmmmonster bump!

This thread has merit: yet another class designed by Frank explicitly for the purpose of making someone's gaming life better.

Why ain't this in yet another Tome? Will it be? Ohh ohh I do hope so!

Edit: My recommended name for Marshall is Buffmaster Flex, but that's just an in-joke...
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Re: Easy, Simple Classes (need cleric architype)

Post by ckafrica »

I know this might seem like a stupid question but is there no major issue with this guy getting multiple 9th level spells uses at 10th? I know you guys never heal in combat so all it really does is save on wands of cure whatever; but that is no small thing when everyone just got blasted by some serious damage mid battle.
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Re: Easy, Simple Classes (need cleric architype)

Post by Iaimeki »

ckafrica at [unixtime wrote:1190823877[/unixtime]]I know this might seem like a stupid question but is there no major issue with this guy getting multiple 9th level spells uses at 10th? I know you guys never heal in combat so all it really does is save on wands of cure whatever; but that is no small thing when everyone just got blasted by some serious damage mid battle.


I think that's kind of the point. Yes, it wins against some monster abilities, like dragon breath weapons (presuming everyone's able to survive at least one hit), but it doesn't do anything against other large classes of attacks, such save-or-dies that cause death or other conditions heal can't remove (e.g., stoning), battlefield control, or simply the ability to do so much damage in a round a PC dies outright (e.g., like a kraken).
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Re: Easy, Simple Classes (need cleric architype)

Post by Crissa »

Getting a specific effect is less powerful than getting a 9th level spell slot.

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