Talk:Smasher (3.5e Class)

From D&D Wiki

Jump to: navigation, search


The balance of the Smasher class seems in line with that of the Barbarian class to me. For example Smack 'em Hard (eventually +20 damage to one attack per round) seems in line with Rage.

Also, balance varies from campaign to campaign - to the point that many people find the Player's Handbook classes unbalanced. Even if it would cause balance problems in your campaign, it might be no problem in many other campaigns. --Ideasmith 10:45, 10 April 2009 (MDT)

If you could do me a quick favor, and either fill out the remaining sections or strip them out entirely to make the page look presentable -- it will be totally cool to remove the delete template. Thanks! Surgo 21:05, 11 April 2009 (MDT)


I went through the article and did a bit of maintenance. I've changed nothing of the class, just altered a few things that weren't needed or clarified something here and there (and changed the table to Table: The Smasher, instead of Table: The Monk). The idea is a nice one, but as the template for deletion says; it's just not that powerful in mid-to-high levels, it needs something more. Some panache. Firstly, it needs Monk's Unarmed Damage, otherwise Trample is a useless ability because you'll be dealing 1d3 points of damage.

Second, it needs the ability to treat it's unarmed attacks as two-handed weapons later on, about level 10-15, somewhere in there; so your trample and Smack 'Em Up damage will be even better. Frightening Presence comes quite late and it's kind of like a better Intimidating Rage (from Complete Warrior), which can be taken earlier. It might need to be moved down a bit.

Third; I like the damage reduction (as it starts earlier than Barbarians) and the Impact ability, it kind of makes up for giving them Endurance, which is a really sucky feat. Maybe you should give them Diehard as well, because they're both about the same worth as a feat.

Fourth; Momentum is a bit odd because it states "and creatures she drops with trample". The point of Trample is that have to go through the enemy anyway, so there are no penalties for doing this (that I'm aware of). Also, Helpless creatures don't impede your movement anyway; 'cause they're helpless.

Fifth; decide on a gender for the glass, I went through and changed the variety of er and im to female because I first found an er. The gender of the class's description is generally the gender of the sample character (which you don't have...). So, decide on a gender and use it through out. It's just more proper.

Anyway, it'll be decent, I'm sure. --TK-Squared 13:50, 21 April 2009 (MDT)


Thank you for your suggestions, TM-Squared.

1: Partly done. I didn't want this class to be mainly for unarmed combat. See Pummell.

2a: Sortof done. See Two Fisted.

2b: Not done yet: I'm not opposed to moving Frightening Presence down, but I'm not sure how much down you have in mind.

3: Done.

4: Not done. Momentum specifically applies to charges. There are restrictions specific to charges that don't apply to normal movement.

5: Probably done. I think I got them all. --Ideasmith 13:50, 6 May 2009 (MDT)

I don't know who added Craft and Profession to the smasher's class skills, but I took them back out. --Ideasmith 13:50, 6 May 2009 (MDT)
Home of user-generated,
homebrew pages!