Athasian Fringers?

Post/Author/DateTimePost
#1

zombiegleemax

Jun 12, 2005 12:01:27
Fringer (core class)


Living as best they can in the wastes, small villages, or the edges of a city-state’s society, fringers lack the formal training or well-honed skills of other character classes. They make up for it with determination, adaptability, and a lot of luck. Savage tribesmen, nomads, or exceptional villagers or city dwellers, fringers can empathize with the common people of Athas due to the simple fact that they share the same common origins and lack of extraordinary abilities.
Adventures: Most adventuring fringers are simply trying to survive in a harsh world. Some, however, driven by other goals, such as a desire to see the world beyond their homes or a need to defend their people from some calamity or foe.
Characteristics: Fringers are jacks of all trades, learning whatever they can in order to increase their chances of surviving the world they live in. The most telling characteristics of a fringer, however, is his lack of specialized abilities and his determination to succeed despite this.
Alignment: Fringers run the gamut from unpredictable free spirits to staunch defenders of tradition, thus encompassing all degrees of law and chaos. They tend to be good or at least neutral in their outlook, as many fringers care a great deal for the welfare of their home community or tribe. A fringer that is out for himself at any cost is an equally common occurance, though.
Religion: Fringers tend to worship in the same fashion as their home community does, either following the teachings of elemental clerics, the wisdom of a druid, or worshiping one of the dragon-kings. Many fringers tend to be athiestic however, perfering to rely on the own skills rather than nebulous supernatural aid.
Background: Fringers are common folk that have embraced, to a degree, the life of an adventurer. Often this is due to simply being swept up in circumstances beyond their control or the necessities of survival, but sometimes it is simply due to a desire to see more of the world than their homelands have to offer.
Races: Humans make up the majority of the fringer class, with the occasional dwarf, half elf, or mul filling out the rest of the class.
Other Classes: Fringers tend to work well with almost anyone, especially down to earth classes like fighters, rangers, and rogues. They tend to hold divine spellcasters in awe and more than a little fear, while wizards and their ilk are often hated and reviled.

Game Rule Information
Fringers have the following game statistics.
Abilities: Wisdom and Charisma are a fringer’s most important traits, affecting his unique abilities. Intelligence is also important in order to gain more skill points. Strength, Dexterity, and Constitution are also important for any fringer likely to engage in combat.
Alignment: Any.
Hit Dice: d8
Base Attack Bonus: medium (as cleric)
Fortitude saves: good (as fighter)
Reflex saves: bad (as fighter)
Will saves: bad (as fighter)

Class Skills
Fringers have the following skills as class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (local; Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Speak Language, Spot (Wis), and Use Rope (Dex).
Skill points at 1st level: (4+Int bonus)x4
Skill points per level: 4 + Int bonus

[b]Level Special[/b]<br /> 1 Bonus Class Skill, Bonus Feat<br /> 2 Lucky 1/day, Versatility<br /> 3 Bonus Class Skill, Hustle<br /> 4 Resolve +1<br /> 5 Bonus Class Skill<br /> 6 Bonus Feat<br /> 7 Desperate Effort 1/day<br /> 8 Resolve +2<br /> 9 Lucky 2/day<br /> 10 Bonus Class Skill<br /> 11 Bonus Feat<br /> 12 Resolve +3<br /> 13 Desperate Effort 2/day<br /> 14 Bonus Feat<br /> 15 Bonus Class Skill<br /> 16 Resolve +4<br /> 17 Lucky 3/day<br /> 18 Bonus Feat<br /> 19 Desperate Effort 3/day<br /> 20 Bonus Class Skill, Resolve +5
#2

kalthandrix

Jun 12, 2005 14:04:43
It looks pretty cool.

The only item I would be hesitent to add to my campaign would be the feat that lets you buy more feats and skill points, but it is a cool concept
#3

ruhl-than_sage

Jun 12, 2005 14:27:12
Most of the Class looks good , although you are right about it seeming a little happy-go lucky for Athas... still I don't think that's too much of a problem. Maybe there is some way you can do a darker take on it, possibly just by emphasizing the contrast of the Fringer's outlook with the harshness of the world in your description. You need to take it into account somehow.

I really like your use of the Fatigue rules for several of the class features . I personally think that fatigue is underused as a balancing mechanic. The Lucky, Hustle, Heart, and Extreme Effort class feats seem pretty solid to me. Good Work!

I tinkered around with the idea of allowing players to buy extra feats for their characters with expirience points myself, so I know where you are coming form on the Versiltility feat, however I think your prices are too low on the feats at higher levels. Maybe you could have the cost of feats scale up with character level, like 250xp/charater level (essentially 1/4 of the experience necessary to gain a level); and make things easier on yourself and your players: just allow one extra feat to be purchased per level.

As for the extra skill points, that causes less inbalance, but I think yet again that the price needs to scale with level in order to make things fair. Maybe 50xp/character level per extra skill points (Note that the relative value of skill points to feats is preserved here using the feat Open Minded from the Expanded Psionics Handbook as reference). I also think that again you should simplify things and just allow maybe 4 extra skill points to be purchased per level.

If you don't make these things scale with level you will have players loading down with the maximum number of feats and skill points later on in levels when they have plently of extra experience to spend, without it really slowing down their level progression much.

I wouldn't allow any rollover on the feats or skills either, only allow them to buy one feat at each level and 4 skill points at each level. If they don't buy everything for a level they shouldn't be able to buy extra the next level for what they didn't spend.

Also, if you are going to allow this option in your game, perhaps you should just let everyone have it, but give the Fringer Class a discount on the prices in relation to everyone else (Maybe 10-20% cheaper, or 200-225xp/character level for extra feats and 40-45xp/character level for extra skill points). Otherwise anyone who isn't a Fringer who takes it gets the same benefit of versility that a Fringer gets minus one feat, and I think most people are going to want the option to buy extra feats and skills.

One thing that you going to have to look out for if you use this option however, is Prestige Classes. It might be possible for your players to figure out how to get into prestige classes long before they should be able to qualify for them through the purchase of extra feats and skills. Thankfully most Prestige classes have a Skill rank, Base Attack, or a Base Save requirement that would actually make it harder to get into them if you spend too much XP buying up extra feats and skills rather than leveling.

There are some other issues related to this class that I could comment on, but I want to hear what you think and what other people have to say before I drown anyone in details :invasion:
#4

zombiegleemax

Jun 12, 2005 15:01:41
Most of the Class looks good , although you are right about it seeming a little happy-go lucky for Athas... still I don't think that's too much of a problem. Maybe there is some way you can do a darker take on it, possibly just by emphasizing the contrast of the Fringer's outlook with the harshness of the world in your description. You need to take it into account somehow.

A large part of my problem is with their Heart ability, its just way to optimistic for DS. I don't see the power of positive thinking making any difference on Athas. If I could find a better name and rationelle (sp?) for the ability, or just a suitable replacement ability, it would pretty much open the door for the class.

I really like your use of the Fatigue rules for several of the class features . I personally think that fatigue is underused as a balancing mechanic. The Lucky, Hustle, Heart, and Extreme Effort class feats seem pretty solid to me. Good Work!

I can't take too much credit for this one. It's just the Star Wars RPG fringer class reworked for a fantasy setting (with some abilities stolen from the scoundrel and scout classes).

I tinkered around with the idea of allowing players to buy extra feats for their characters with expirience points myself, so I know where you are coming form on the Versiltility feat, .............250xp/charater level ...................I think yet again that the price needs to scale with level in order to make things fair. Maybe 50xp/character level per extra skill points ............Also, if you are going to allow this option in your game, perhaps you should just let everyone have it, but give the Fringer Class a discount on the prices in relation to everyone else (Maybe 10-20% cheaper, or 200-225xp/character level for extra feats and 40-45xp/character level for extra skill points). Otherwise anyone who isn't a Fringer who takes it gets the same benefit of versility that a Fringer gets minus one feat, and I think most people are going to want the option to buy extra feats and skills.

I like the idea of a scaling cost for feats/skill points with Versitility, and the more strict limits on the amount of feats/skill points one can buy. Odds are I'll incorporate them (it'll get rid of that stupid table, for one). As for giving fringers a discount, I think the fact the they get the Versatility feat for free instead of having to waste a feat on it like everyone else is bonus enough.

There are some other issues related to this class that I could comment on, but I want to hear what you think and what other people have to say before I drown anyone in details :invasion:

By all means, continue
#5

zombiegleemax

Jun 12, 2005 15:03:35
It looks pretty cool.

The only item I would be hesitent to add to my campaign would be the feat that lets you buy more feats and skill points, but it is a cool concept

Danka. As for the Versatility feat, what can I say? I'm a feat junkie
#6

ruhl-than_sage

Jun 12, 2005 15:59:32
Heart: Upon reaching 4th level, a fringer can use his confidence and selfless valor to focus his efforts, gaining a morale bonus any one ability check, skill check, or attack roll. This bonus ranges from +1 at 4th level to +5 at 20th level, and is noted on table 2-x. A fringer can use this ability a number of times per day equal to his Wisdom modifier (minimum one).

I guess for the reinterpretation of the Heart ability I would suggest the following:

Determination: Upon reaching 4th level, a fringer can use his self-confidence and unshakable determination to focus his efforts, gaining a morale bonus on any one ability check, skill check, or attack roll. This bonus ranges from +1 at 4th level to +5 at 20th level, and is noted on table 2-x. A fringer can use this ability a number of times per day equal to his Wisdom modifier (minimum one).

I can't take too much credit for this one. It's just the Star Wars RPG fringer class reworked for a fantasy setting (with some abilities stolen from the scoundrel and scout classes).

Still it is a good mix :D .

I like the idea of a scaling cost for feats/skill points with Versitility, and the more strict limits on the amount of feats/skill points one can buy. Odds are I'll incorporate them (it'll get rid of that stupid table, for one). As for giving fringers a discount, I think the fact the they get the Versatility feat for free instead of having to waste a feat on it like everyone else is bonus enough.

Yah, that is a decent benefit. I was just thinking that everyone would probably want the option, but leaving it as a feat rather than changing it to a house rule that is available to everyone, does make it a little less likely for everyone to go for the option.

Maybe you should just switch the 1st level bonus feat with the 2nd level versitility so that Fringers can benefit from it right from the start.

Religion: Fringers tend to worship in the many their people do, either following the teachings of elemental clerics, the wisdom of a druid, or worshiping one of the dragon-kings.

Umm... I'm not sure exactly what you were trying to say here. I got the gist of it, but there are obviously some words missing or something. Also, it kind of seems like these guys are pretty self-reliant and wouldn't be very devout in their religious observance.

Not that it could ever be made an official part of the class (if this class ever became offical), but you should really check out Races of Destiny there are a lot of feats in that book that could make a good addition to the list of Bonus feats available for your class.

Weapons and Armor Proficiency: The fringer is proficient with all simple weapons and with three martial weapons of his choice. He is also proficient with all light armor, but not with shields of any kind.

Three martial weapons of choice seems a bit strange. That would seem to imply a pretty significant amount of martial training and isn't really much less than just giving them all Martial Weapon. I mean how many different martial weapons have you ever used for one character?

Hustle: At 3rd level, a fringer gains the ability to cover a good deal of space in a very short time. The fringer can add +10’ to his base movement rate using this ability at any time, but this quick movement only lasts for (1d10 + the fringer’s Constitution modifier) rounds. When the hustle is over, the fringer is fatigued (-2 penalty to Strength and Dexterity, can’t charge or run) for 1d4 rounds.

I would extend the duration of the fatigue a little, 1d4 rounds is pretty insignificant. Maybe even to as much as 1d4 minutes instead, though I suppose it would have to be a longer lasting ability to incur that much fatigue. I guess just 1d4+1 would work.
Also, if he has the Endurance feat should it should increase the duration that he can hustle for. That could just be noted it the description of the ability.

The last comment I have is that the Requirement for taking the versitility feat should be an Intelligence and Wisdom of 13+, rather than an Intelligence or Wisdom of 12+. First the Ability score requirements for for feats are almost always odd (and Frequently 13), and second having it only be one or the other makes it really easy to quailify for a powerful feat.

I believe the rational behind the feat requirements being odd numbers is that it makes having an odd score worthwhile. Otherwise since you get the bonus on ability score for even numbers, odd numbers would kind of suck.

Anyway that's all that I can think of, hope I've been helpfull :D .
#7

zombiegleemax

Jun 13, 2005 17:31:36
I guess for the reinterpretation of the Heart ability I would suggest the following:

Determination: Upon reaching 4th level, a fringer can use his self-confidence and unshakable determination to focus his efforts, gaining a morale bonus on any one ability check, skill check, or attack roll. This bonus ranges from +1 at 4th level to +5 at 20th level, and is noted on table 2-x. A fringer can use this ability a number of times per day equal to his Wisdom modifier (minimum one).

I like, went with Resolve as the name though (thought of it this morning).

Yah, that is a decent benefit. I was just thinking that everyone would probably want the option, but leaving it as a feat rather than changing it to a house rule that is available to everyone, does make it a little less likely for everyone to go for the option.

I had it as a house rule when 3rd edition first came out, without a limit to how many feats a character could buy. What a mess! That's why it turned into a feat in the first place, to make players think twice about whether they really want it or not, and to put some constraints on it.

Maybe you should just switch the 1st level bonus feat with the 2nd level versitility so that Fringers can benefit from it right from the start.

The reason I put it at 2nd level is simple: 1st level characters often don't have (or feel like they can't spare) the experience to use it, so it just becomes a hollow benefit until 2nd or 3rd level.

Umm... I'm not sure exactly what you were trying to say here. I got the gist of it, but there are obviously some words missing or something. Also, it kind of seems like these guys are pretty self-reliant and wouldn't be very devout in their religious observance.

Brain got ahead of my fingers. Happens all the time when I type.

Three martial weapons of choice seems a bit strange. That would seem to imply a pretty significant amount of martial training and isn't really much less than just giving them all Martial Weapon. I mean how many different martial weapons have you ever used for one character?

Five, actually Lance, shortbow, hand axe, long sword, and short sword (plus three or four daggers, but those aren't martial); this character was a serious fighter, though. For a skill-based character, I usually favor a shortbow, short sword, and a rapier, long sword, or scimitar, depending on the character. But I see your point. I my homebrew campaign, I give them 2 martial weapons of choice, but I boosted it to three for DS. In retrospect perhaps it was too much.

I would extend the duration of the fatigue a little, 1d4 rounds is pretty insignificant. Maybe even to as much as 1d4 minutes instead, though I suppose it would have to be a longer lasting ability to incur that much fatigue. I guess just 1d4+1 would work......Intelligence and Wisdom of 13+, rather than an Intelligence or Wisdom of 12+. First the Ability score requirements for for feats are almost always odd (and Frequently 13), and second having it only be one or the other makes it really easy to quailify for a powerful feat.

Done, done, and partially done. I'm keeping Versatility with one or the other as a requirement, though, since I don't think of it as too powerful of a feat. You have to burn XPs that would normally be used for advancement in order to benefit from the feat, after all.

Anyway that's all that I can think of, hope I've been helpfull :D .

Very helpful, thanks much!
#8

zombiegleemax

Jun 13, 2005 17:49:22
Just made the final changes to the fringer, which I guess I'll be allowing since it has made my limit for DS credibility. Thanks to Ruhl-Than Sage for the feedback! Anyone who wants to use it (or cannabilize it) can feel free.
#9

ruhl-than_sage

Jun 13, 2005 20:36:04
Cool! please post the class again in it's final version :D
#10

zombiegleemax

Jun 14, 2005 0:59:33
Cool! please post the class again in it's final version :D

Actually, I modiified the original post to reflect the changes, so you already have it. As I've said elsewhere, I'm lazy ;)
#11

ruhl-than_sage

Jun 14, 2005 1:31:18
looks good other than a few typos and eraneous refrences ;) .
#12

zombiegleemax

Jun 14, 2005 2:40:24
looks good other than a few typos and eraneous refrences ;) .

Danka