Class Mods
Note! These are all untested, and probably won't be for another month or two.
Armiger
Bonus Reserves
Each level, the Armiger gets an extra 1D6 added to his or her maximum Reserve points. Where others fall, the Armiger stands for yet another fight.
Bonus Feats
At 1st level, the Armiger receives an additional Armor Feat
At 2nd level, the Armiger receives an additional Defense Feat
Armor Tokens
The Armiger receives an Armor Token for every 5 points of damage his or her armor soaks up.
Berserker
Damage Resistance
At 1st level, Berserkers receive 1D2 DR.
At 2nd level, Berserkers only 1D3 DR.
At 3rd level, Berserkers receive 1D4 DR.
Executioner
Executioners receive the ability to use Power Feats with any weapon type at 2nd level.
Harrier
Harriers receive Excellent Defense Progression.
Hunter
Hunters receive Excellent Defense Progression.
Thief
Thieves receive Excellent Defense Progression.
Weapon Masters
At 2nd level, Weapon Masters gain a special ability- Impeding Strike. Each of the Weapon Master's attacks which actually inflicts damage, reduces a foe's Initiative score by 1 point for this combat.
Why the mods?
Nearly everyone agrees the Armiger isn't as strong a class as the rest, so I decided to add a couple of goodies to it. I don't think it comes out too strong because for the most part, the Armiger is a defensive class, and defensive abilities (including those kinds of feats) rarely unbalance gameplay as much as offensive abilities. As for Berserkers, I just didn't want them to be the "cherry pick" class that everyone else decides to take a level in just for DR purposes. That aside, I don't see a massive drawback in having Berserkers wearing a little armor for a level or two. Likewise with the Executioner special ability getting postponed to 2nd level, again, just not wanting players to cherry pick for that purpose. The Excellent Defense Progressions were added because Mike Mearls, the designer, had apparently originally had a couple of classes with it to begin with, and I don't see it unbalancing play for the lighter weight classes to have some defense to even things out. Weapon Masters? It's a neat extra that isn't huge, but gives them a little extra to work with.
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