New Base Class: Fleer
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- ElCadaver
- Rust Monster
- Posts: 1202
- Joined: Wed Mar 24, 2004 3:22 pm
- Location: Perth, Western Australia
New Base Class: Fleer
A New base class, with enhanced survivability in ALFA
Fleer
The Fleer has honed his self preservation instincts to peternatural ability. He runs to fight another day, every day. Fleers generally are athletic types of neutral disposition, as leaving friends and loved ones to meet gruesome ends which otherwise would have befallen the fleer is all in a days work.
Attack: Low
Hit Dice: D12
High Save: Reflex
Class Skills: Running, Move Silently, Hide, Knowledge Nature (Hiding Places)
Armor: All
Weapons: Simple (as not generally needed), Towershield
Feats
1st: Dash
2nd: Flee 1/day (as per Expedious Retreat)
3rd: Alertness
4th: Improved Initiative
5th: Reflex Save +2, Bonus Feat
6th: Flee 2/day, Slippery Mind
7th: Dodge
9th Reflex Save+3
10th: Play Dead (Hostile Creatures ignore the Fleers prone body if the fail a will save vs the Fleers Charisma modifier)
11th: Hide +10, Bonus feat
12th: Hobble Other (Special attack where the Fleer hobbles a fleeing companion, making them easier to catch, thus allowing the fleer to escape)
13th: Uncanny Dodge
14th: Mobility, Bonus Feat
15th: Evasion
16th: Whirlwind Hobble (use Hobble Other to attack every adjacent fleeing companion)
17th: Greater Flee 1/day (as per Haste)
18th: Flee Unlimited/day
19th: Reflex Save+4, Bonus Feat
20th: First to Leave ( Initiative +5. If the Fleer wins initiative, he can choose to leave the combat before it begins, and cannot be subject to tracking, divination, search checks, or skill based detection for the next 10 minutes)
(( I'm rolling up my new one now, so if you see my new PC Brave Sir Robin, say hi!))
Fleer
The Fleer has honed his self preservation instincts to peternatural ability. He runs to fight another day, every day. Fleers generally are athletic types of neutral disposition, as leaving friends and loved ones to meet gruesome ends which otherwise would have befallen the fleer is all in a days work.
Attack: Low
Hit Dice: D12
High Save: Reflex
Class Skills: Running, Move Silently, Hide, Knowledge Nature (Hiding Places)
Armor: All
Weapons: Simple (as not generally needed), Towershield
Feats
1st: Dash
2nd: Flee 1/day (as per Expedious Retreat)
3rd: Alertness
4th: Improved Initiative
5th: Reflex Save +2, Bonus Feat
6th: Flee 2/day, Slippery Mind
7th: Dodge
9th Reflex Save+3
10th: Play Dead (Hostile Creatures ignore the Fleers prone body if the fail a will save vs the Fleers Charisma modifier)
11th: Hide +10, Bonus feat
12th: Hobble Other (Special attack where the Fleer hobbles a fleeing companion, making them easier to catch, thus allowing the fleer to escape)
13th: Uncanny Dodge
14th: Mobility, Bonus Feat
15th: Evasion
16th: Whirlwind Hobble (use Hobble Other to attack every adjacent fleeing companion)
17th: Greater Flee 1/day (as per Haste)
18th: Flee Unlimited/day
19th: Reflex Save+4, Bonus Feat
20th: First to Leave ( Initiative +5. If the Fleer wins initiative, he can choose to leave the combat before it begins, and cannot be subject to tracking, divination, search checks, or skill based detection for the next 10 minutes)
(( I'm rolling up my new one now, so if you see my new PC Brave Sir Robin, say hi!))
- dergon darkhelm
- Fionn In Disguise
- Posts: 4258
- Joined: Fri Jul 08, 2005 1:21 pm
- Location: Cleveland, Ohio, United States
Re: New Base Class: Fleer
HAH!
One of my RL friends played a pally tabletop D&D who always seemed to be running away-
We also greated custom feats for Sir Liam
Improved Withdrawl, Skill Focus (Flee), and Greater Re-focus (altered to "just stand there" in 3.5)
One of my RL friends played a pally tabletop D&D who always seemed to be running away-
We also greated custom feats for Sir Liam
Improved Withdrawl, Skill Focus (Flee), and Greater Re-focus (altered to "just stand there" in 3.5)
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed
NWN2: ??
gsid: merado_1
NWN2: ??
gsid: merado_1
- darrenhfx
- Beholder
- Posts: 1982
- Joined: Fri Jul 30, 2004 5:35 pm
- Location: Halifax, Canada GMT -4 (AST)
Re: New Base Class: Fleer
I really like the 'hobble other' and 'play dead' feats myself.
Re: New Base Class: Fleer
The class certainly passes the "Not Elothar, Warrior of Bladereach" criterion... so that's one obstacle cleared on the path to implementation .
The power of concealment lies in revelation.
- Blindhamsterman
- Haste Bear
- Posts: 2396
- Joined: Fri Jun 04, 2004 11:13 am
- Location: GMT
Re: New Base Class: Fleer
I'd not be averse to a class like this being in
Re: New Base Class: Fleer
I believe you left off the....
at 5th level the fleer recieves one henchman, who loyaly follows the pc around banging coconut halves together...
at 5th level the fleer recieves one henchman, who loyaly follows the pc around banging coconut halves together...
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raiseSwift wrote: Permadeath is only permadeath when the PCs wallet is empty.
<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.
"And in this twilight....our choices seal our fate"
Re: New Base Class: Fleer
At 10th level:
Fleer gains one 8th level Dwarven henchman who is extremely overweight, further reducing his movement rate another 10%.
Fleer gains one 8th level Dwarven henchman who is extremely overweight, further reducing his movement rate another 10%.
Re: New Base Class: Fleer
Didn't Loengrin of Overmeade get to level 10 in this class in ALFA1?
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
Re: New Base Class: Fleer
Loengrin of Overmeade Refference +10 points on my LOL scale
Current Characters: Aelenta Renvanith