D&D players I need your help making a class and naming it

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nuba km

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So I recently played D&D for the first time since then i have been making up a class and I need someone who has more experience with D&D to help me make this class if you want to help just say or just leave a comment of what you think of my class and if you have a name for it.

My class:
this is the basic premise, the class can use up to mail armour and a light shield but no weapons, the class makes up for this by having extra elemental damage when using fists. (first you role a four sided dice for fist damage) you role a six sided dice when your attack hits then depending on what number it lands on picks the elemental damage it does then you role a eight sided dice for the damage. you can also spend a attack focusing and then you can pick what elemental damage it does also if you miss you still role a four sided dice for damage. also i thought of paragon paths for the class
(class name) of the mind and body you can always pick the elemental damage and you role an eight sided dice for your punch instead of a four sided dice.
(class name) of the storm these get powerful elemental moves and you can decide what element the attack is when you get it.
(class name) of the earth and steel you get bonus damage according to your equipments elemental resistance (5 resistance to fire = 5 fire damage)
that's all I have thought of so far
 

Telsa7Volt

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Actually, I am ironically also creating my first fully fledged character class for dungeons and dragons. I have to say, I like the concept. It's reminiscent of the elemental warrior prestige class, but with a lot better flavor. I can help you, but you need to answer a few questions first.

1) What edition of Dungeons and Dragons are you playing? (Because if it isn't 3.0 or 3.5 I unfortunately cannot help you much except with flavor)

2) Do you have a goal for this class? What is their history? Are they organized like druids or free roaming individuals like barbarians?

3) What is their role in a party? Are they striker, support, tank, mage, skill monkey, etc? (based on your description I'm guessing damage)

4) Can you imagine what this character will be like/do at high levels? As in, I can imagine a level one wizard going around and shooting magic missile, but imagine a level 20 wizard, who basically command the very laws of nature.

I like what you have so far, and I believe you have a good foundation. It just needs to be built on.
 

nuba km

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Telsa7Volt said:
I am playing 4th edition. they are a group of monk like people who believe immortality can be achieved by a true balance between nature, mind and body between all people. they from their powers drawn from scrolls from an ancient civilisation they also have secret vaults with extremely powerful scrolls in them that only masters of the three pieces of immortality should learn. so (class name) people dent to be very relaxed and in control of their emotions. in the party they would fight multiple enemies at a time or take down strong enemies depending on the skills you pick. a level twenty would vary between your specialisation, of body and mind would avoid every attack an enemy throws at them and counters it, of the storm would be serounded in their chosen element to fight entire armies and of earth and steel would take beating from all sides without flinching and take down one enemy at time in the blink of an eye.
 

Cpu46

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Seeing as I played my first ever game of D&D yesterday I doubt I would be much help. Your class sounds cool though. Sounds like it would be an awesome class for my Dragonborn character.
 

HellsingerAngel

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nuba km said:
Telsa7Volt said:
I am playing 4th edition. they are a group of monk like people who believe immortality can be achieved by a true balance between nature, mind and body between all people. they from their powers drawn from scrolls from an ancient civilisation they also have secret vaults with extremely powerful scrolls in them that only masters of the three pieces of immortality should learn. so (class name) people dent to be very relaxed and in control of their emotions. in the party they would fight multiple enemies at a time or take down strong enemies depending on the skills you pick. a level twenty would vary between your specialisation, of body and mind would avoid every attack an enemy throws at them and counters it, of the storm would be serounded in their chosen element to fight entire armies and of earth and steel would take beating from all sides without flinching and take down one enemy at time in the blink of an eye.
So, God class?

Really, you need to put things into perspective here. Dodging things in mail armour? Yeah, that's a real pipe dream. Martial artists use less armour in a trade off for more mobility. They can perform all those crazy flips because they have nothing but their own body weight weighing them down. You're effectively saying your class can do both? That's sort of imbalanced, dude.

The second problem is the fact that your Power Source is from three branches within D&D. Having someone who has Martial, Nature and Arcane as their Power Source sure sounds awesome, but that's because it's unbalanced.

The third issue is that this can already be achieved gameplay wise. The great thing about 4.0 is that it leaves zero restriction roleplaying wise so you can make anyone be anything with their personality, backstory, etc etc. This means that, feasibly, I could just get a Sorcerer, take the multi-class feat into Monk or Fighter and call it a day. Bam! I just made your class with existing classes.

Then we get to the less than awesome mechanic: the dice damage. 1d8 + 1d4 = 2-12 + strength damage at level one with a basic attack. Overpowered. There is no weapon in this book that does that kind of damage as a one handed weapon. Plain and simple, this is overpowered. Even looking at the Monk class, he gets 1d8 only, but does also get a +3 proficiency bonus. This is, however, one of his class features and only effectively gives him a longsword as long as he's unarmed. It cannot, however, gain magical properties like a regular weapon.

The other thing I want to touch on is that there are ten element types in D&D 4.0: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder.You have a six sided die. Did you choose to exclude some? If so, why? This could potentially make the character class effectively weaker in some areas against, say, that Sorcerer/Monk hybrid I suggested. While this could be a pivitol point in where you say "well, that's the balance for his other abilities" this is not. He can still achieve more than one role as well as a main character (through concept) so that still makes it potentially overpowered.

All that being said, here's my suggestion: take your time! Think about your class. Go through your Player's Handbook one section at a time and figure it out. What's my class's primary role? Does he run around and deal damage to everyone? Does he absorb a lot of damage and protect people? What are his secondary roles? What does he branch into as sub roles? Is there a little bit of healing under that tank? Is there some party buffs underneath his damage?

The other thing you need to consider is balance. Yes, everyone loves to just imagine this nimble fighter that hops around in heavy armour, using two great wepaons and firing magic beams from his eyes, but realistically your class can't do everything. They need a strength and a weakness. Otherwise, what's the point of traveling with a party? If your class could do everything perfectly, it wouldn't need three to four other people backing it up. If you're wearing armour, armour checks start to go down. You even get speed decreases for heavier armour (which you're suggesting) which is the exact opposite of mobile and dodgy.

Overall, I'm not sure this would be a great idea for a base class. However, I think this would be an awesome idea for a Paragon class, specifically under monk. At best we have the Radiant Sun class which just bolsters you with Radiant damage. I want to see some of the really cool stuff from 3.5 brought back over with the cryokinetic and pyrokinetic. This seems like it'd be a neat twist with the monk being able to effectivly change his element damage type with extra damage from his fists (say, between acid, fire, ice and lightning, as they're the traditional D&D stand-ins for earth, fire [duh], water and air?) and get a few neat encounter and dailys. You might want to consider that instead.

However, don't let this discourage you if you're really dedicated to making a base class. I would say, though, to take your time, get at least an adventure or two under your belt to get a feel for the mechanics and system and get lots of feedback from many different players from many different campaigns (not just the dudes around your table) before you consider it complete.

EDIT: Switched around a few paragraphs to make the post flow better.
 

C4N4DUCK18

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Well, seeing how they're a monk like society, I'd probably just make up a random religious name and paste it in front of "Monk". Armour, no weapons and elemental damage? This class is similar to the actual Monk class. I haven't played D&D since before 4.0, so I'm a little rusty. A few things should be considered before you decide it's finished are where these monks live on a planar level, and what allignment they are. I'm thinking they can be either good or evil, but it's up to you. Naming it should be the last thing to consider when making anything really. You should concentrate on perfecting the class before giving it any names. From your description, I'm thinking a name that puts mind, body, spirit, elemental all in one and stapling to the front of monk would be a little unoriginal, but it would work. Hope that helped! Also I'm quite intrigued about this class. Message me when you come up with something!
 

HellsingerAngel

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C4N4DUCK18 said:
Well, seeing how they're a monk like society, I'd probably just make up a random religious name and paste it in front of "Monk". Armour, no weapons and elemental damage? This class is similar to the actual Monk class. I haven't played D&D since before 4.0, so I'm a little rusty. A few things should be considered before you decide it's finished are where these monks live on a planar level, and what allignment they are. I'm thinking they can be either good or evil, but it's up to you. Naming it should be the last thing to consider when making anything really. You should concentrate on perfecting the class before giving it any names. From your description, I'm thinking a name that puts mind, body, spirit, elemental all in one and stapling to the front of monk would be a little unoriginal, but it would work. Hope that helped! Also I'm quite intrigued about this class. Message me when you come up with something!
Just want to quickly touch on the the bolded part right there in two quick corrections here, if only because you're a new player and it's good to educate. =)

1. All base classes have no planar associations. They are not based on a specific peoples. They are based on an arch-type of a person. Ex: Barbarians can come from all cities, nations, religions, etc.. What connects them are their undying rage and wanderlust.

2. No base class affiliations with good or evil. Even the paladin can be evil if serving an evil diety. This is specific to 4.0 and is not reflected in other editions.
 

gallaetha_matt

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Your class does seem quite unbalanced, about the only thing that seems to be able to bring the character down is ranged spells.

I made a prestige class a while back, something for the NPC thieves in my thief guild to learn if they had direct training from my character (a cross class rogue/fighter if you care). The best way to go about this is to start with an existing class (in your case either fighter or monk, I think) and add and subtract abilities. But here's the thing - for every class feature you add, you take away an equally important one.

So you like the monk's unarmed damage and want to add elemental damage too? That's fine - but you need to lose something equally important, such as the monk's wisdom boosted defence score, the speed of the attacks or a hit dice or something. You basically need to gank the character, which I think is the terminology.

Or just mix and match pre existing character classes. You could make a similar character to what you want if you started with a cross class monk/sorceror - maybe take some fighter levels as you gain experience.

Because that's the thing - at high levels your character, of any class, is going to be a bad ass - a 20th level wizard can hold their own in a fist fight with a 1st level fighter (probably).
 

imaloony

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You could call it "Prism Fist".

A prism is an optical element that, when struck with light, reveals a rainbow of colors, sort of like the rainbow of elements we have here. And then the fist bit because blokes with this class are going to be going around socking people in the face.
 

Telsa7Volt

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Alright, I have been brushing up on my 4.0, but excuse me if I make any mistakes. I haven't played that edition in a few years. What it looks like you have so far is something like this. When I see your class, I actually think of the warden. Your a sort of pseudo defender, that takes hits, but doesn't cast support for the team. For the sake of conveniency, here is the name I would give them:

Channeler
Role: Defender/Striker
Power Source: Primal (I'm basing this off the fact that warden's & shamans are primal)
Key Abilities: Strength, Dexterity, Wisdom (for casting)
Armor Proficiencies: Cloth, leather; light shield(Monks typically don't wear heavy armor, so I have to agree with HellsingerAngel on this one)
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 15 + Constitution
Per Level: 6
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana, Diplomacy, Insight, Religion, Choose four more skills: Acrobatics, Athletics, Dungeoneering, Endurance, Heal, Nature, Perception, Stealth

Class Options
Elemental Channeler
Storm Channeler
Mountain Channeler

Here's a start. So I hope you found this helpful.
 

nuba km

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HellsingerAngel said:
Telsa7Volt said:
Alright, I have been brushing up on my 4.0, but excuse me if I make any mistakes. I haven't played that edition in a few years. What it looks like you have so far is something like this. When I see your class, I actually think of the warden. Your a sort of pseudo defender, that takes hits, but doesn't cast support for the team. For the sake of conveniency, here is the name I would give them:

Channeler
Role: Defender/Striker
Power Source: Primal (I'm basing this off the fact that warden's & shamans are primal)
Key Abilities: Strength, Dexterity, Wisdom (for casting)
Armor Proficiencies: Cloth, leather; light shield(Monks typically don't wear heavy armor, so I have to agree with HellsingerAngel on this one)
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 15 + Constitution
Per Level: 6
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana, Diplomacy, Insight, Religion, Choose four more skills: Acrobatics, Athletics, Dungeoneering, Endurance, Heal, Nature, Perception, Stealth

Class Options
Elemental Channeler
Storm Channeler
Mountain Channeler

Here's a start. So I hope you found this helpful.
I will take the armour thing on board but the mountain channeler (like the name btw) will be able to take an extra armour proficiency because they will take a lose in speed in return. also hellslinger angle when I gave the description of the max level channeler they were three DIFFERENT description depending on which path your took. storm channaler will fight crowds while the elemental channeler will be a striker and the mountain channeler will be a tank so you can pick a specific role once you get to level ten till then you can to a bit of it all but you won't make as good a tank as a fighter till then or as good as striker as a rouge till then. also the damage thing I don't think is that bad (with base attack) because the fighter can get a flail 1-10 for one hand and most of the other classes will get better weapons as they go along while the channeler will have to use his fists or loss his elemental damage bonuse and not be able to use most of his abilities (the abilities while require you to not hold any weapons) even using a shield can limit some abilities.
 

HellsingerAngel

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nuba km said:
I will take the armour thing on board but the mountain channeler (like the name btw) will be able to take an extra armour proficiency because they will take a lose in speed in return. also hellslinger angle when I gave the description of the max level channeler they were three DIFFERENT description depending on which path your took. storm channaler will fight crowds while the elemental channeler will be a striker and the mountain channeler will be a tank so you can pick a specific role once you get to level ten till then you can to a bit of it all but you won't make as good a tank as a fighter till then or as good as striker as a rouge till then. also the damage thing I don't think is that bad (with base attack) because the fighter can get a flail 1-10 for one hand and most of the other classes will get better weapons as they go along while the channeler will have to use his fists or loss his elemental damage bonuse and not be able to use most of his abilities (the abilities while require you to not hold any weapons) even using a shield can limit some abilities.
I'll be total honest with you, I didn't even take into account the progression of Paragon classes until the end of my review. I don't even think I touched on them all that much, honestly. I did the straight up levels 1-10 and already found it would be a lot more powerful than most base classes. Paragon even more so. I'll go over it again and pick your paragraph apart so you get where I'm coming from...

HellsingerAngel's Mind said:
this is the basic premise, the class can use up to mail armour and a light shield
Alright, so he's going to have a moderately high AC with heavy armour and a shield. Sounds sort of like a Leader type in terms of that.

but no weapons, the class makes up for this by having extra elemental damage when using fists. (first you role a four sided dice for fist damage) you role a six sided dice when your attack hits then depending on what number it lands on picks the elemental damage it does...
Ok, so he's missing some elements from the ten element table. Maybe a more traditional looks, like the five Japanese elements? Ok, fair enough.

then you role a eight sided dice for the damage.
Huh... That's pretty high at level one. Free elemental damage on a basic attack, no less. Most characters don't get that until level three, and it costs them a pretty penny. Not to mention this means this guy is never unarmed. A lot of resistances in the game but that can be circumvented by getting a lucky element. That and the fact all characters have their focus... This is troubling.

you can also spend a attack focusing and then you can pick what elemental damage it does also if you miss you still role a four sided dice for damage. also i thought of paragon paths for the class
Wait. So you can pick your element at the cost of a minor action? Move? I'm not sure if that's a good idea. That throws the entire probability of getting the lousy element versus a monster with resistance out the window. On top of that you get to hit with your unarmed damage if you miss anyway? Or is it just half of the elemental damage? That'd be even worse! Does this mean you roll two seperate attack rolls? Ugh, I just don't know...

they are a group of monk like people who believe immortality can be achieved by a true balance between nature, mind and body between all people. they from their powers drawn from scrolls from an ancient civilisation they also have secret vaults with extremely powerful scrolls in them that only masters of the three pieces of immortality should learn.
So what's their Power Source then? Primal? Martial? Arcane? I'm confused. All of those could fit. Is he supposing this class might have multiple Power Sources!? This is getting out of hand.

so (class name) people dent to be very relaxed and in control of their emotions. in the party they would fight multiple enemies at a time or take down strong enemies depending on the skills you pick.
So now they're a Controller and a Striker? As well as having Leader-like AC? I, um, hrmm... This does not bode well.

a level twenty would vary between your specialisation, of body and mind would avoid every attack an enemy throws at them and counters it
Wait, I thought this class used heavy armour. Now it's avoiding damage altogether? Through armour, right? Right!?

of the storm would be serounded in their chosen element to fight entire armies
Entire armies at pre-epic level!? I, erm, humm... This sounds extremely overpowered right now.

and of earth and steel would take beating from all sides without flinching and take down one enemy at time in the blink of an eye.
I quit. This Paragon is Striker and Defender in one!? I just... Yeah, no. I gotta fix this kid straight...
Again, this class just does way too much compared to all other classes. You don't have a defined role at the start, but end up having multiple roles on the Paragons later on. The third Paragon is absolutely absurd with damage absorbtion and high single-target damage abilities! I'll try and post something a little more sensible tomorrow after I get some sleep, but jeeze man, this just looks like overeagerness to try and master something you've barely dipped your toe into. Like I said, get a few session under your belt and get a feel for how characters progress into high levels. Understand that a 2-10 weapon is vastly different from a 1-10 weapon simply because the minimum damage is increased. Once you get things like 6[W] that becomes a much larger margin (12-72 vs 6-60) and a much more dangerous weapon. Elements make a big difference when fighting a lot of monsters and being able to choose that for free is a mechanic you really need to think about. Large AC and high HP pools are dangerous tools on a Striker or Controller, because they're suppose to be the squishy ones the Defender protects. The dynamic of a fight changes when only one person is now squishy because the tank can put out more damage while everyone else's stays the same. There's lots to think about.
 

nuba km

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HellsingerAngel said:
OK I'll take the armour down to hide and no shield.
there will be a perk where you can take all ten elements.
I'll take the damage for element down to a six sided dice and it will be increased at later level.
Focusing to pick element will be an attack action so you have to miss a attack to pick your element.
The power source is a bit of those three because each represents a different piece of immortality, martial is body, arcane is mind, and primal is nature.
it will probably be controller when I finish trying to make this class with one or two striker attacks.
the level twenty was for the person with 3.5 edition I was describing this would be a level 30 description for 4th edition is see the confusion and I tackled the armour thing already. the third one won't be that powerful he will be a tank and use his abilities to stop or slow down enemy's from getting away from him, I also thought of complete changing the third one with a striker concentrated class. limiting the ways you play a channler to striker/controller with the right customisation a tank. I am actually happy you are willing to point out all the flaws in my idea because I don't want to make an overpowered class. the main reason I am so defensive over my ideas is because no matter what I come up with my brother tells me it is totally crap even when everyone else says it's great of good but could use improvements followed by the improvements I could make. just remember no matter what I say I am taking what you are saying on board because you have experience and I would be stupid to think that I know more then you in how to make a good class because you have properly years of experience while I have about 2 weeks.
 

HellsingerAngel

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nuba km said:
Well, it's good to know you take my critisism as constructive rather than deconstructive. Makes for an easier process. I suppose I can be acused for getting a little defensive myself. In my seventeen years of playing this game (long time, ya, I know) I've seen this happen all too often. New guy gets really excited and into D&D and thinks he can take on the challenge of creating his own material. New guy ultimately makes either something that already exists through a direct class/advanced class, multi-class hybrid, is too overpowered or is too underpowered (this one is very rare) to be considered a healthy addition around the table. Veterans scoff at the new guy's eagerness and shun him for being so blind to a hobby they've known for years. New guy gets turned off of the game and the community doesn't grow because of it.

This mentality springs forth from most veterans when they see newer players start to shoot off a thousand ideas. The issue here isn't just the problem of veterans (though I don't want to let them off the hook) but the newer players are at fault, too. As stated before, content they bring to the table tends to be overlaps of things already implemented and if they just learned the game instead of sticking their head into some pet project then they'd be able to connect some of the dots and get what they want from the tools already given. No better example than my suggestion to multi-class from Sorcerer to Monk or Fighter to get the same results you wanted out of a character. Heck why not use the Player's Handbook III rules for hybrid characters and use that instead? There are plenty of things you can do instead of just assuming you need to make stuff up.

I'm not saying you shouldn't create new content for the table, by all means that's awesome. You need experience, however, and knowledge of the system. I didn't even try to DM a campaign until having around five years experience as a player because I knew I needed to grasp everything the game had to offer. That and I just really like being the adventurer. In any case, my custom content didn't start leeking in until about year ten and I really knew what each edition needed and didn't. I can look at 4.0 and really not come up with too much on the character class side that needs to be done at this point. I'd really have to dig through all the PHBs to find some sort of niche role combination that isn't already in there. The fatc is, the PHBs are petty friggin complete, as far as I know. That being said, there are still those niche roles that need to be filled and that's where you should be putting your focus.

However, more to the point, at least you're starting to narrow your idea down. Controller with secondary Striker and Defender. Sounds neat. I'd lower the armour proficieny to leather, myself, then have the hide armour upgrade on your tanky Paragon. Then give one of the traits as eliminating armour penalties caused by hide armours due to training in that heavier armour. Something to think about, at least. You also need to consider that each heroic class has four Paragon paths in their debut book, not three. Maybe have one focus on boosting controller, one boosting striker, one boosting defender and one boosting overall utility. In that "boost utility" Paragon you could fit the expansion of the six elements to the full ten, as well as some minor boosts to all three areas of the class (Controller, Striker and Defender).

For that matter, what are the class's starting six elements? I don't think you ever said.
 

2xDouble

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I don't have the experience with D&D that all the previous posts have... sadly, all I got is a couple snarky answers on what to call it.

"I am the Red Mage
Pimpin a feather in my hat. the name's JoJo.
need something? yeah i got that
watch your step cause I'll stand where you fall
eloquent abilities and that's not all
ostentatiously fashionable what's my name, *****?
I'll light you on fire and then I'll heal your shit
just to burn you again, then I'll cut you in two.
it takes three men just to do what I do...

I got 1000 volts of Lightning
running through my veins
3 feet of steel in my hand
and it's flavor is pain
ya been playing with Fire
now you're gonna get burned
you're in over your head
another lesson be learned
I'm gonna run you through,
you're gonna pay for your crime
Fker, I just cast Haste
and now you're runnin outta time..."
"Because who's gonna wrestle a bear when it breaks into your house and tries to steal your wife, Mike? Huh? A Bard? A Barbarian? I don't think so, a Lumberjack!"
From this video [http://www.escapistmagazine.com/videos/view/unforgotten-realms/49-Episode-One-The-Remaking-of-Heroes].
 

SushiJaguar

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Hey, Double. Don't quote Duane and BrandO. Final Fantasy has little to do with the OP's topic, and rap doesn't fit anywhere.
 

Gildan Bladeborn

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HellsingerAngel said:
Then we get to the less than awesome mechanic: the dice damage. 1d8 + 1d4 = 2-12 + strength damage at level one with a basic attack. Overpowered. There is no weapon in this book that does that kind of damage as a one handed weapon.
No, but there is one that does 1-12 + strength damage at level one with a basic attack: The Waraxe, d12 damage, a one-handed weapon with the versatile property. It's a superior implement, so you have to take a feat to be proficient with it, but if you're say... a dwarf, the racial feat that gives you proficiency with axes and a +2 damage bonus grants you proficiency with all axes. A level 1 dwarven fighter using one of those with that feat, with a strength score of 18, would therefore do 7-18 points of damage per swing, and with another hand free to use a heavy shield or additional weapon or what have you. Anyone else who took proficiency with waraxes as their 1st level feat (or one of them if they're playing a human) with those same stats would still be doing 5-16 per swing, with a one-handed weapon.

Even looking at the Monk class, he gets 1d8 only, but does also get a +3 proficiency bonus. This is, however, one of his class features and only effectively gives him a longsword as long as he's unarmed. It cannot, however, gain magical properties like a regular weapon.
Yes and no - the monk unarmed attack is essentially treated just like a longsword when a monk makes a basic attack while unarmed (all monk powers tend to be implement powers so you're never actually using the unarmed attack as a weapon when executing them, thus the +3 proficiency only ever kicks in while making basic attacks), so it's like they gave you a non-magical longsword that you always have - unless of course you take the feat to increase your unarmed damage dice to a d10, in which case you're wielding a bastard sword analogue instead, but either way your fists don't become magical.

Your Ki Focus on the other hand can be magical, and you can apply the bonus and effects of any Ki Focus you're holding/wearing to your unarmed attacks; your fists might never become +2/+2 but your Ki Focus can, and thus your unarmed basic attacks can effectively gain magical bonuses and effects as well (and of course monk powers add all sorts of interesting effects).

I agree with you when you suggest that the initial description of class sounded like an imbalanced attempt to make a 'more awesome' monk analogue, but I'm way too much of a stickler for the interplay of mechanics to let oversights like these go unremarked upon in such an otherwise lengthy and well thought out post. Knowledge is power!
 

Naheal

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Since you're still new to D&D, I would recommend getting some more experience under your belt before creating a homebrew class.