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| Master_Vega12-09-07, 04:53 PM | So I thought I'd do a large project for the boards... Here it is. I've spent the last three (technically two spread across three) days thinking up maneuvers and stances for a lucky thief/swashbuckler character. I'm absolutely certain this thing is riddled with holes, and I'd like to fill those so this discipline can be balanced and playable. I liked the idea of a slightly humorous sublime discipline, and hope you all will too. :P Note: I don't own the Complete Scoundrel or... whatever book the Friend of Luck class is in, so I'm not sure if I'm treading on anything written there. I also haven't thought of a cool italicized flavor shpeal for each maneuver. Feel free to contribute those if you like. :P If you wish to criticize, which would be nice because it will help me balance this sucker, please don't flame. Thanks and have fun reading! 10th, Outcast, Sublime Discipline: the Fortunate Assailant A gnome, likely a bard by the lute he carries, sits down with a young halfling. The little one is apparently homeless or not well off, judging by his clothes, and waits excitedly for the bard to speak. A smile cracks on the gnome's face and he sets his instrument aside before speaking, "Well boy, you said you wished to learn how I fought off those overailed dwarfs the other night?" The young one nodded. "Good... You know of the nine sublime disciplines? "I've heard of them." "There's a tenth one, well... more like a nine and one-half one, or the unwanted lovechild of the rogue and warblade learning paths..." he waves the thought away and chuckles, "Anyway, it's a good fighting style alright, but none of the sublime disciples want to acknowledge that. "It's called The Fortunate Assailent discipline, often referred to by the more traditional nine swords as "The Lucky Bastard" discipline; it's a secretive martial school that relies heavily on chance. A student of this discipline alone may not show the best form, but what they do have is results... at least the good ones do. Many maneuvers in this class are long-shot strikes or risky gambles, and if all goes well the Fortunate Assailant usually comes out on top; practicianers of the other disciplines will admit this much. "Where did it start? Well, after far too many mugs of mead a halfling named Nyles Saddlemaker, who traveled with a swordsage, bet his soul he could make a sublime discipline too. After he sobering up a bit and discovering calling off the bet was not an option, so said an imp who claimed to witness the bet, he set out in search of inspiration. Quickly losing interest in the pursuit, and using the "inspiration" bit to procrastinate, he decided to keep adventuring with his pals. The swordsage, who apparently was not present for the bet, took pity on his friend after overhearing him grumble about his problem and offered to give him ideas on what his discipline could be. The swordsage had little hope that his friend would be able to win his unfortunate wager, but regardless pointed out that -until the poor sap made the bet- he was actually rather lucky. Perhaps he aught to try making a discipline about that. "Nyles thinking his friend was on to something, went and pushed his luck constantly while trying to imitate his friend's grace and competence. He wasn't very good at the latter idea, but he excelled at using his luck in battle. Eventually he started pinning down a few tricks and using those instead of waving his sword around like a lunatic... though he still did that, hard to break old habits. By the time he grew old, which was quite awhile indeed, he managed to make a name for himself and build a discipline from all of his tricks. He couldn't remember the rules of the wager, so he figured creating the discipline wasn't enough; he'd have to name it and teach it to a few people for good measure... and the rest is similar to the other nine swords... without all the treachery and infighting... and no monastery... actually, there was one, but Nyles and his students were evicted when they couldn't pay taxes. There was probably considerably less glory, too, but that's alright. It works, and it'll serve you well." The Fortunate Assailant is what happens when one combines wild and untalented strikes with discipline, meaning when one strikes wildly and untalentedly enough, then takes note of what he did right, and practices it. That's how you get this odd discipline favored by sublime rogues* and certain other characters*. Fortunately for the later learners of this discipline, their elders have gone through all the trial and error of the aforementioned process. What they have to learn is an interesting set of maneuvers and stances that either place the odds in their favor, press the odds for better damage, or trick their foes into hurting themselves. It is hard to distinguish a discipline of this school from any ordinary street thug, until of course he strikes where it hurts; this is one of the many advantages of the discipline (Martial Lore checks made to recognize this style and any of its maneuvers are rolled at a -2 unless the character has access to this discipline). This discipline's key skill is Bluff, and it's preferred weapons are the dagger, rapier, short sword and cutlass. Maneuvers and Stances Level 1: Gambling Strike (Strike) Fortunate Assailant Level: Applicable class 1 Initiation Action: 1 standard action Range: Melee Attack Target: One creature The battle is lasting too long; despite your best efforts your target's defense is too strong, too varied. You must stop this before you or one of your allies falls. Then you see it, the slightest opening in your foe's armor; if you could just twist your blade to slide through the gap, you might cut to his heart. It's risky and your attack may simply bounce off, but what other choice is there. You duck his next strike and move in, eyes on that single weakness; finally you strike, driving your steel through his defenses and ending his life in a single blow. You are lucky, and you know it. In a desperate, though calculated attempt to cut a durable opponent down, you take make a risky attack at a vital spot. This strike is made with a 50% miss chance, as though your target were affected by the Displacement spell, but your critical range doubles in size. Special: this maneuver stacks with the effects of Keen weapons. The miss chance may not be negated in any way, except the "Beat the Odds" maneuver or any future effect that specifically mentions this maneuver. Your Sock's Untied (Strike) Fortunate Assailant Level: Applicable class 1 Initiation Action: 1 standard action Range: Melee Attack Target: One creature Getting bored with fighting the lead orc in the skirmish, you decide to make things interesting and point to his shins. "Your sock's untied!" you cry, and the unfortunate combatant -who is wearing sandles to boot- looks down to his feet. Just before the revelation that he is not even wearing socks hits him, your blade does. Twice. What can be said but that it is the oldest trick in the book, and you are the master of it? Roll a bluff check vs. your opponent's will save. If you win, your opponent becomes flatfooted to your attacks and you attack twice. If you lose, your attack is rolled at a -2 penalty. Improvisational Stance (Stance) Fortunate Assailant Level: Applicable class 1 Initiation Action: 1 swift action Range: Personal Target: You You gain an additional attack per round at your highest bonus, but only with an unattended improvised weapon (IE: a chair, a plate, etc) within your reach. If the object is one size-category smaller than you or even smaller, you do not need a free hand to attack with it (you can simply kick it at your opponent). Level 2: Attention Deficit Dodge (Counter) Fortunate Assailant Level: Applicable class 2 Initiation Action: 1 immediate action Range: Personal Target: You "Hey look! A silver!" the chipper rogue says as he crouches down to pick up the metal piece. A split-second later an arrow flies over his head. When you are successfully struck by an opponent, you may force him to re-roll his attack roll as an immediate action. You must decide whether to initiate this maneuver before the result is known, but after the attack is declared. If the first roll for the attack hits, you may choose to make your opponent re-roll. If the attack misses on the first roll, this maneuver is still spent. This maneuver only applies for the first attack Baffling Blade (Strike) Fortunate Assailant Level: Applicable class 2 Initiation Action: 1 standard action Range: Melee Attack Target: One creature Roll a bluff check. Your opponent rolls a will stave against the result; if he fails he is flatfooted until your next turn, and takes 2d6 damage. Walk it Off (Counter) Fortunate Assailant Level: Applicable class 2 Initiation action: 1 immediate action Range: Personal Target: You Duration: Instant It's too late for you to shrug off the damage, but you can walk it off! Treat 2d6+initiator level in lethal damage as non-lethal. Level 3: Gambling Retort (Counter) Fortunate Assailant Level: Applicable class 3 Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous. Before your opponent can strike you, you strike back. This counterattack works as Gambling Strike except that, if you hit your opponent, the enemy's attack has a 50% chance of missing you. Cut the Rope (Strike) Fortunate Assailant Level: Applicable class 3 Initiation Action: 1 standard action Range: 20ft+5ft/initiator level Target: One creature Save: Reflex for half. Something you do causes a chain reaction, weather cosmic or mechanical by nature, that hurts your opponent badly (IE: you break a chain and the door it supported falls onto your opponent). Whatever happens deals 5d6 damage. Unsteady Gait (Stance) Fortunate Assailant Level: Applicable class 3 Initiation Action: 1 swift action Range: Personal Target: You Your tricky combat style grants you 2AC for every five ranks you have invested in bluff. Matador's Dodge (Counter) Fortunate Assailant Level: Applicable class 3 Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous. Gain a +4 to AC for the purpose of avoiding a charge or bull rush. If the opponent misses, you step aside and attack him for 3d6 damage in addition to your normal damage. Level 4: Gambling Advance (Boost) Fortunate Assailant Level: Applicable class 4 Prerequisites: (Two of the selected discipline's maneuvers) Initiation action: 1 swift action Range: Personal Target: You Duration: 1 round Forsaking your normal, better distributed fighting style, you track several weak points in your opponent's armor. If you can get passed the man's armor, the battle could end in seconds. You calm your mind in preparation for your next series of attacks. It begins quickly after that, with you moving cleverly around your opponent, striking twice. The first hit glances off of his armor, but the second sinks beneath. He falls, a victim of fortune. His comrades charge you angrily, and you know you must keep your calm... but your mind is still geared for hitting difficult targets; when one steps passed you, you strike through the gap in his shoulder block into his spine. He falls as well, and you face the remaining foe before your normal tactics return to mind. Sometimes the rewards outweigh the risks. You occasionally test the odds and change your form to better utilize this. Until your next turn, your attacks are made with a 50% miss chance, as though your target were affected by the Displacement spell, and your weapon's critical threat range is doubled. [b]Special: This maneuver stacks with the effects of Keen weapons. This maneuver does not stack with Gambling Strike, Gambling Retort, Greater Gambling Strike, or Master Gambling strike. The miss chance my not be negated by any means save for those that would negate Gambling Strike. Overdramatic Charge (Strike) Fortunate Assailant Level: Applicable class 4 Initiation Action: 1 full-round action Range: Melee Attack Target: One creature Making an all-too-obvious, but very powerful and deadly charge, you may (or may not) scream wildly as you drive your blade into his chest. This strike deals 9d6 damage in addition to your normal charge attack and gives you an additional +2 to your attack roll (making the total bonus from your charge a +4), but also provokes an attack of opportunity. Cheap Trick (Strike) Fortunate Assailant Level: Applicable class 4 Initiation Action: 1 standard action Range: Melee Attack Target: One creature You cunningly use your surroundings against your foe, making a rather biased trip attack against him. If he falls, you strike him with your blade and deal 5d6 damage in addition to your normal strike. Greater Gambling Strike (Strike) Fortunate Assailant Level: Applicable class 4 Initiation Action: 1 standard action Range: Melee Attack Target: One creature As Gambling Strike, but your critical multiplier increases by one, and the maneuver deals an extra 3d6. Level 5: Fortune Step (Stance) Fortunate Assailant Level: Applicable class 5 Initiation Action: 1 swift action Range: Personal Target: You When using this stance, you gain a 20% bonus in whatever way is most beneficial to you when a d% is rolled (and involves you). For instance, if you were fighting a displacer beast and attacked and hit, you would have a 70% chance of actually hitting. Similarly, if you use one of the Gambling maneuvers you have a 70% chance of actually hitting. Delayed Cut (Strike) Fortunate Assailant Level: Applicable class 5 Initiation Action: 1 swift action Range: Personal Target: You Your slash is swift and clever. Your opponent does not feel it yet, but he will in a few seconds. Attack as normal, but the damage +6d6 is dealt the following round on your turn. If you choose to make another attack of any kind to the same opponent next round, the damage from this maneuver stacks with it as though they were the same attack. Expert Matador's Dodge (Counter) Fortunate Assailant Level: Applicable class 5 Initiation Action: 1 immediate action Range: Personal Target: Self Your reflexes have increased over time, and it shows as you sidestep your charging foe and stab him with your blade. As Matador's Dodge, but you gain a +6 competence bonus to dodging a charge or bullrush, and deal 6d6 instead of 3d6. Level 6: Luckthief (Strike) Fortunate Assailant Level: Applicable class 6 Initiation Action: 1 standard action Range: Melee Attack Target: One creature Exploiting your knowledge of luck (or your sheer abundance of fortune), you strike your foe deftly and in such a way as to steal his luck for yourself. Your opponent loses 4 AC, and you gain a +4 competence bonus to AC for following round. Trapping Deceit (Strike) Fortunate Assailant Level: Applicable class 6 Initiation Action: 1 standard action Range: Melee Attack Target: One creature The variety in your fighting style allows you to trick your opponent into believing you are in two places at once. Make two normal attacks and roll a bluff check. The opponent must beat your result or be treated as flanked and flatfooted for one round. Fortunate Mistake (Boost) Fortunate Assailant Level: Applicable class 6 Prerequisites: (Two of the selected discipline's maneuvers) Initiation action: 1 swift action Range: Personal Target: You Quickly recovering from a miss, you make it appear as though you meant to and become more powerful at the same time. You may only use this maneuver if you miss on a normal attack. When you activate this maneuver, make a feinting attempt, if you succeed you regain two spend maneuvers. Special: you cannot regain Fortunate Mistake by expending Fortunate Mistake. Level 7: Master Gambling Strike (Strike) Fortunate Assailant Level: Applicable class 6 Initiation Action: 1 standard action Range: Melee Attack Target: One creature You have perfected this long-shot exploitation of your foe's weaknesses, as far as it can be perfected, anyhow. As Gambling Strike, but increases your critical multiplier by two. Deal 6d6 extra damage. Walking Disaster (Stance) Fortunate Assailant Level: Applicable class 7 Initiation Action: 1 swift action Range: Personal Target: You Luck prefers you, and you let it work through you and this stance to destroy your foes. Whenever you are attacked, the attacker takes 3d6 of damage (the type is determined by what nasty things happen to the enemy [IE: a tree branch falling on your opponent's head would be bludgeoning, a set of silverware might be piercing.]) The DM determines exactly how the enemy takes damage. Confident Retort (Counter) Fortunate Assailant Level: Applicable class 7 Initiation Action: 1 immediate action Range: Personal Target: Self The apparent ease with which you cast aside your opponent's blow is disheartening to say in the least. After the opponent misses, you may activate this maneuver and he becomes shaken until he successfully strikes you again (or until the combat is over). A shaken opponent becomes frightened. A frightened foe becomes panicked. Level 8: Dire Cut the Rope (Strike) Fortunate Assailant Level: Applicable class 8 Initiation Action: 1 standard action Range: 20ft+5/initiator level Target: One 10ft radius. Save: Reflex half. Misfortune befalls multiple of your foes in an area of your choice. With such a strong concentration of bad luck, something bad is bound to happen to them. Whatever happens deals 10d6 damage unless they succeed in a reflex throw (DC15+1/2 initiator level+charisma modifier), and if they do they take half damage. Beat the Odds (Boost) Fortunate Assailant Level: Applicable class 8 Prerequisites: (Two of the selected discipline's maneuvers) Initiation action: 1 swift action Range: Personal Target: You Drawing upon your abundance of luck, you can make one percentile roll that you initiate (through your own ability, and not a magic item) result in your favor. For instance, if you were attacking a displacer beast or someone under the displacement spell, you could automatically defeat their displacement ability. If you were to use this boost with Gambling Strike, you would automatically defeat the percentile roll. Level 9: Level 9: Fortune's Fury (Strike) -- Environment rages against your foes, denying them all but the simplest moves. Fortune's Fury (Strike) Fortunate Assailant Initiation Action: 1 standard action Range: Melee Attack Target: One 60ft radius centered on you Save: Reflex (special). Duration: 1 round/4 initiator levels Learning to channel the forces of fortune has made you powerful and given you a massive reserve of both sides of the coin. This unleashes the down side in it's rawest form, wreaking havoc in a 60ft radius centered on you. This torrent of bad luck does everything it can to impede your foes from harming you, and to damage them. The terrain becomes difficult and harsh, every step must be careful and so moving becomes a full-round action (swift actions become standard actions). Attacks are rolled at a -4, and everyone affected becomes flatfooted and takes 4d6 damage every round of effect. A reflex save lets effected characters move as a standard action (swift as a move), attack at a -2; those who make the save are also not flatfooted and only take half damage per round. *I haven't created the sublime rogue or any other class that would use this discipline yet. If you would like to, go right ahead and please tell me about it/give me a link so I can link it here. Also feel free to create your own maneuvers (though we can't have too many, or this discipline will have more than the average; as it stands, it has a few less). Notes: I'm contemplating making the bluff maneuvers a bluff vs. sense motive instead of a bluff vs. will save, as it allows for a defending character to be on more equal footing with the initiator. Of course it would also be detrimental for most frontliners, so I'm not sure what to go with. Thanks! Hope you enjoyed this post! |
| Master_Vega12-09-07, 05:00 PM | Editing post. This is where sublime classes that use this discipline will go. |
| Master_Vega12-09-07, 05:01 PM | And another editing post for good measure. |
| GuyrtheadamantineOne12-09-07, 05:02 PM | Hi Master Vega, nice Martial Discipline you got there! I'm adding it to the Martial Compendium (http://forums.gleemax.com/showthread.php?t=804856) so people might get a link! Only nitpicking, put perhaps you should write the Path in the common format (http://forums.gleemax.com/showthread.php?t=911277). |
| Master_Vega12-09-07, 05:10 PM | Hi Master Vega, nice Martial Discipline you got there! I'm adding it to the Martial Compendium (http://forums.gleemax.com/showthread.php?t=804856) so people might get a link! Only nitpicking, put perhaps you should write the Path in the common format (http://forums.gleemax.com/showthread.php?t=911277). I was thinking it'd be more convenient to have a compacted first post, but if it is preferred by the folks around here I'll switch to your suggested format. Also, thanks for adding this thread to that list. That was quick. :P |
| Shaftiel12-09-07, 05:14 PM | As written Attention Deficit Dodge is literally useless... it implies that you don't even get to find out if the attack roll was successful. You could change it to: "When you are successfully struck by an opponent, you may force him to re-roll his attack roll as an immediate action. You must decide whether to initiate this maneuver... (copy rest from Baffling Defense, 9 Swords p. 70)." -Shaftiel |
| Master_Vega12-09-07, 05:18 PM | As written Attention Deficit Dodge is literally useless... it implies that you don't even get to find out if the attack roll was successful. You could change it to: "When you are successfully struck by an opponent, you may force him to re-roll his attack roll as an immediate action. You must decide whether to initiate this maneuver... (copy rest from Baffling Defense, 9 Swords p. 70)." -Shaftiel Alright, I think I'll go with that. I guess that'll work better for gaming groups whose DM's don't let them see the rolls. Editing... |
| bkdubs12312-09-07, 08:08 PM | This is a GREAT discipline! There are so many classics here: Walking Disaster, Cut the Rope (Dire version is actually my fave), Overdramatic Charge (maybe a little underpowered?). Kudos, friend! Kudos! |
| Master_Vega12-09-07, 10:51 PM | This is a GREAT discipline! There are so many classics here: Walking Disaster, Cut the Rope (Dire version is actually my fave), Overdramatic Charge (maybe a little underpowered?). Kudos, friend! Kudos! :D Glad you appreciate those. Overdramatic Charge might be a bit underpowered seeing as the Crusader get's an 8d6 strike. I didn't see that when I was actually making this maneuver. Do you think drawing an AoO is worth another D6 or two? I tried so hard to make a "To the Pain" maneuver; I even considered making it the cap ability, but I couldn't think of anything useful enough that would fit. |
| bkdubs12312-10-07, 12:37 AM | Well, the Crusader gets a standard action 8d8 manuever at 4th, so I'd say that if you made Overdramatic Charge a full round action (considering its a charge) that had say, +4 to hit and dealt 8d6 (maybe 9d6?) and provoked, you're probably good to go. |
| Master_Vega12-10-07, 01:30 AM | Done. Thanks for the fix. On a sidenote: I'll probably get to work on the Sublime Rogue in a few days... For now, though, my brain is tired from making this whole thing in a short time. :P Edit: Everyone whose suggestions I use, do you want me to make an acknowledgments list? |
| Lethrin12-11-07, 07:05 PM | This is great! :) A few suggestions: For Gambling Strike, you might want to add something along the lines of "this miss chance can't be negated in any way." Right now true seeing would circumvent the miss chance. I think Walk it Off would make more sense as a counter, so that you turn one attack into non-lethal damage. The way it is now, you could take damage one encounter, take a nap, and then in the next encounter use this boost to turn the damage from the previous encounter into non-lethal. I don't think that is the spirit of the maneuver. Delayed Cut is underpowered, I think. Unless there is something I am missing, delaying the damage is bad for the user, so it should deal more damage than normal. For comparison, two 5th level maneuvers in the ToB deal 6d6 damage plus a special effect. Do you own Complete Scoundrel? It would be cool to have some maneuvers that support the luck system in it. |
| Master_Vega12-11-07, 07:23 PM | This is great! :) Thanks! A few suggestions: For Gambling Strike, you might want to add something along the lines of "this miss chance can't be negated in any way." Right now true seeing would circumvent the miss chance. Ah, thanks. I'm going to make an exception for Beat the Odds, though, as that's one of the purposes of the maneuver (Beat the Odds is an eighth level boost). Fixing. I think Walk it Off would make more sense as a counter, so that you turn one attack into non-lethal damage. The way it is now, you could take damage one encounter, take a nap, and then in the next encounter use this boost to turn the damage from the previous encounter into non-lethal. I don't think that is the spirit of the maneuver. Yeah, that's a good idea. I was thinking of it as more of something you'd use during the encounter to keep yourself from dying, so the possibility of using the boost outside of battle didn't occur to me. Fixing. Delayed Cut is underpowered, I think. Unless there is something I am missing, delaying the damage is bad for the user, so it should deal more damage than normal. For comparison, two 5th level maneuvers in the ToB deal 6d6 damage plus a special effect. For people who use the massive damage rules, delayed cut can be nasty. The average for 5d6 is 17.5; if you attack with this particular maneuver, then the next turn attack with another (remember I wrote that the damage from both maneuvers count as the same attack) more powerful one, you can force a MAS save. Granted MAS saves aren't hard to beat unless you houserule them to get nasty if you go over 50HP in damage. Considering a lot of people just drop MAS, though, this maneuver might appear to be a bit weak. I might pump it to 6d6 or 7d6. Do you own Complete Scoundrel? It would be cool to some maneuvers that support the luck system in it. Nope, but it looks interesting and I might pick it up on Friday (probably not, though; I'll already be buying D20 Modern Darkmatter). I might be able to squeeze two or three more maneuvers into this discipline before it becomes too large; we'll see. :P |
| Lethrin12-11-07, 08:02 PM | For people who use the massive damage rules, delayed cut can be nasty. The average for 5d6 is 17.5; if you attack with this particular maneuver, then the next turn attack with another (remember I wrote that the damage from both maneuvers count as the same attack) more powerful one, you can force a MAS save. Granted MAS saves aren't hard to beat unless you houserule them to get nasty if you go over 50HP in damage. Considering a lot of people just drop MAS, though, this maneuver might appear to be a bit weak. I might pump it to 6d6 or 7d6. Ah, massive damage, that makes sense. I don't use it personally, so I would go with 7d6, but with it 6d6 sounds good. BTW, inside the spoiler of Walk it Off it still says boost. Nope, but it looks interesting and I might pick it up on Friday (probably not, though; I'll already be buying D20 Modern Darkmatter). I might be able to squeeze two or three more maneuvers into this discipline before it becomes too large; we'll see. I really like Complete Scoundrel and I think it would mesh very well with this discipline. If I were to make a base class for it, I would incorporate skill tricks and the luck feats somehow. Are you in the process of making one? If not, I might try my hand at it. |
| Master_Vega12-11-07, 08:41 PM | Ah, massive damage, that makes sense. I don't use it personally, so I would go with 7d6, but with it 6d6 sounds good. I think 6d6 works, unless someone else thinks that's still too weak... maybe 6d6 and a note that, if you don't use massive damage, have the maneuver deal 7d6? BTW, inside the spoiler of Walk it Off it still says boost. Heh, fixing. I really like Complete Scoundrel and I think it would mesh very well with this discipline. If I were to make a base class for it, I would incorporate skill tricks and the luck feats somehow. Are you in the process of making one? If not, I might try my hand at it. I like skill tricks as well (the main GM for our group has just about every book out for D&D, which is why I haven't picked it up yet [I can just borrow it if I need it]); maybe I'll pick up the book next week, or this. *shrugs* I'm not currently working on a class for this discipline yet. It'd be awesome if you made a class that used all of what you mentioned; I'm glad that this is so well received, and I'd be happy to see what you could make (that and I'm still not ready to put my brain into mechanics-crafting gear again. :P) Will you post it here, or on this forum? It'll probably get the best critique if it has its own thread. |
| Lethrin12-11-07, 09:29 PM | Yeah, I will post it here. Here's what I am thinking so far: 1. Party role would be most like a rogue, swashbuckler, or bard. 2. Precision damage based on luck somehow (not sure how to do this without slowing down combat) 3. Access to Desert Wind, Setting Sun, and Tiger Claw as well. 4. Medium BAB, good Reflex, hit die d6, skills 6 + int I have finals this week so I am not sure how much time I will have to work on it in the next few days. |
| Master_Vega12-11-07, 10:35 PM | Yeah, I will post it here. Here's what I am thinking so far: 1. Party role would be most like a rogue, swashbuckler, or bard. Agreed, sounds good. 2. Precision damage based on luck somehow (not sure how to do this without slowing down combat) You mean stuff similar to Gambling Strike, or using the luck system (which I'm not familiar with, but that's fine)? You might want to make this powerful, but limited if you do have to slow down combat for it; that way it's only a few rounds a game-day that it applies. 3. Access to Desert Wind, Setting Sun, and Tiger Claw as well. Huh, I was thinking Shadow Hand, but that's cool. I'll just use that in whatever class I make; that way we have two different concepts (I'll make sure mine's different enough). 4. Medium BAB, good Reflex, hit die d6, skills 6 + int Cool, sounds good. I have finals this week so I am not sure how much time I will have to work on it in the next few days. Ah, those. I have one, but it's only an art class. :P Good luck coming up with ideas for your base class. I look forward to seeing it! |
| Lethrin12-12-07, 12:42 AM | Will you post it here, or on this forum? It'll probably get the best critique if it has its own thread. Oh, misread you here before. So, yes, its own thread. I will just post a link here when I finish it. And I just noticed your comment on Complete Scoundrel in your original post too. Sorry for being a fool. You mean stuff similar to Gambling Strike, or using the luck system (which I'm not familiar with, but that's fine)? You might want to make this powerful, but limited if you do have to slow down combat for it; that way it's only a few rounds a game-day that it applies. Originally I was thinking like the rogue's sneak attack, but with a random element instead of flanking etc. But obviously rolling extra dice on each attack to determine that is not a good idea. Limiting it per day somehow would be a better idea. Huh, I was thinking Shadow Hand, but that's cool. I'll just use that in whatever class I make; that way we have two different concepts (I'll make sure mine's different enough). Yeah, I don't envision my class as focusing on stealth as much, but I will include hide and move silently for party scouting purposes. Ah, those. I have one, but it's only an art class. Lucky! My classes: Latin 201, computer engineering, computer science, and 2 math classes. Good classes but :yuck: for finals. |
| Master_Vega12-12-07, 01:00 AM | Oh, misread you here before. So, yes, its own thread. I will just post a link here when I finish it. And I just noticed your comment on Complete Scoundrel in your original post too. Sorry for being a fool. Don't worry about it. I specifically didn't bring it up in my reply 'cause I didn't want to be a jerk. We all overlook stuff time to time. :P Originally I was thinking like the rogue's sneak attack, but with a random element instead of flanking etc. But obviously rolling extra dice on each attack to determine that is not a good idea. Limiting it per day somehow would be a better idea. Mechanic's all up to you, man. Any idea what sort of damage you wanted it to deal out? (Funny thought: smite unlucky [Q: how do you determine if someone's unlucky? A: I smite them, that's unlucky enough.]) Yeah, I don't envision my class as focusing on stealth as much, but I will include hide and move silently for party scouting purposes. Cool; like you said this guy's the swashbuckler/rogue/bard type. Speaking of the latter, any idea what kind of support abilities he'll have, or are you focusing on the talker aspect of the bard? Lucky! My classes: Latin 201, computer engineering, computer science, and 2 math classes. Good classes but :yuck: for finals. I can imagine. One semester I had ENGL101, HIST 1-something (College American History), and Political Science. Paper flood FTW! This semester I get to take it easy and make "dummy art" as my teacher called it. lol! Still, I have about 24 homework sketches to do by thursday afternoon 'cause I'm a horrible procrastinator. Good luck on finals! |
| Lethrin12-12-07, 02:10 AM | I figured out what abilities my class will have for the most part (who needs sleep?). He has one major ability (currently called Polarize Luck) which has several sub-abilities like bardic music. It ended up being the major focus so I dropped the idea of an extra damage ability. Now I just need to do the hard work of balancing, which I will save for another day. Still, I have about 24 homework sketches to do by thursday afternoon 'cause I'm a horrible procrastinator. Good luck on finals! Good luck with your sketches! Can you draw Nyles Saddlemaker for one?? |
| Master_Vega12-12-07, 11:59 AM | Sounds awesome. Is it a wide-spread effect, or just personal effect? As for the sketches, they're for a sculpture class with fairly limited projects. The sketches were supposed to be preparation sketches for my projects, so I'll have to stick with some rather simple stuff (which is easier on me.) However, I can try and draw Nyles Saddlemaker; it'll be a bit before I post it up here, though, because my scanner needs fixing. >_> |
| Lethrin01-16-08, 12:45 AM | The base class is up! The Luckblade (http://forums.gleemax.com/showthread.php?t=979058) |
| navar10001-16-08, 01:04 AM | :clap: |
| strange_person06-26-08, 02:17 PM | Mechanic's all up to you, man. Any idea what sort of damage you wanted it to deal out? (Funny thought: smite unlucky [Q: how do you determine if someone's unlucky? A: I smite them, that's unlucky enough.]) Actually, there's a precedent for that: Shadowbane Inquisitor, CAdv. |
| Master_Vega06-27-08, 01:54 AM | Some strange person has bumped my thread... I do appreciate the effort, though I'm not sure there's much to be discussed here. It keeps sinking, after all. :P In other news, I really should get around to making my class for this... I had an idea a while back... but I can't remember what it was. Any ideas for themes? |
| navar10006-27-08, 05:05 PM | You may want to consider the Luck feats as bonus feats for class abilities. |
| M-bark06-28-08, 11:41 AM | In other news, I really should get around to making my class for this... I had an idea a while back... but I can't remember what it was. Any ideas for themes? Well, as you yourself had said, two words: "Martial Rogue". ;) Those two words make me think that this discipline should have some Sneak Attack maneuvers, though. :P |
| Master_Vega06-28-08, 07:19 PM | Well, as you yourself had said, two words: "Martial Rogue". ;) Those two words make me think that this discipline should have some Sneak Attack maneuvers, though. :P True. I may get to work on that (though I might give it another name.) I think it might be better just to give the class a slower sneak attack progression than the normal rogue, and allow access to Shadow Hand, Fortunate Assailant, and... Diamond Mind? |