| Post/Author/DateTime | Post |
|---|---|
| Aage02-20-07, 03:49 PM | I'm trying to make a re-make of the fighter and this is what I got this far... More "ways of the warrior" coming up (atm only samurai done)... Any comments would be welcome :) Fighter HD = d10 Class skills: 4+Int modifier (x4 at level 1): See the Way of the Warrior class feature. Level BAB Good Poor Special 1 1 2 0 Way of the Warrior, Bonus Feat 2 2 3 0 Way of the Warrior 3 3 3 1 Bonus Feat 4 4 4 1 Way of the Warrior 5 5 4 1 Bonus Feat, Shift Tactics 6 6 5 2 Way of the Warrior 7 7 5 2 Bonus Feat 8 8 6 2 Way of the Warrior 9 9 6 3 Bonus Feat 10 10 7 3 Way of the Warrior 11 11 7 3 Bonus Feat 12 12 8 4 Way of the Warrior 13 13 8 4 Bonus Feat 14 14 9 4 Way of the Warrior 15 15 9 5 Bonus Feat 16 16 10 5 Way of the Warrior 17 17 10 5 Bonus Feat 18 18 11 6 Way of the Warrior 19 19 11 6 Bonus Feat 20 20 12 6 Way of the Warrior Class Features All of the following are class feature of the fighter. Weapons and Armour Proficiencies: All fighters are proficient with simple and martial weapons. They also have proficiency with all armours and shields (including tower shield). Saves: All fighters have good fortitude saves. Depending on the choice of the Way of the Warrior class feature, they get one good and on poor save. Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 3rd level and every odd-numbered level thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. Shift tactics: Beginning at 5th level, as his combat skill grows, a fighter can adapt his tactical abilities to the changing challenges he encounters. Whenever he gains an uneven fighter level (including level 5), he can exchange any [fighter] feat he has with another such feat. He must meet all prerequisites of the new feat. He cannot lose a feat that is the prerequisite for any other feats or abilities he has. Way of the Warrior: At 1st level the fighter chooses his way of fighting. The path he chooses to walk determines both his class skills, his save bonuses and his class abilities gained at every even-numbered level (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th). Each of the paths are listed below: The Samurai • The Samurai has will save as his good save. His class skills are Concentration, Diplomacy, Intimidate, Knowledge (history), Knowledge (nobility and royalty), Listen, Ride, Sense Motive and Spot. • Mental awareness: At second level, the samurai adds his wisdom modifier as a bonus on reflex saves. • Intuitive reactions: At 4th level, the samurai adds his wisdom bonus to initiative rolls. • Concentrated Defences: At 6th level, the samurai can choose to use a move action to make a concentration check. If this concentration check beats his armour class, he uses it in place of his normal armour save (applying to touch attacks and flat-footed as well) for one round. • Concentrated strike: The Samurai may make on attack as a standard action, doing double damage at 8th level. • Improved Concentrated Defences: At level 10 the samurai may add his wisdom modifier to his concentration check when making a roll for Concentrated Defence. • Mind Calm: The samurai who makes a will save labelled as “will partial” or “will half” instead takes no effect on a successful save. • Improved Concentrated Strike: At level 14, when making a concentrated strike, the samurai may add his wisdom modifier to the attack roll. • Greater Concentrated Defences: At 16th level, the samurai can bring up the concentration of defence more easily. He now needs only a swift action to take the concentration check. • Greater Concentrated Strike: The Samurai who uses a standard action to make a concentrated strike may make two attacks instead, beginning at level 18. Both are at highest attack bonus. • Supreme Concentration of Mind and Body: At level twenty, the samurai is the epitome of concentration. He can now deal triple damage with his concentrated strike, and take 10 on concentration checks to concentrate his defence. Swashbuckler • The swashbuckler has poor will saves, while having good reflexes. Class skills for him are Balance, Bluff, Escape Artist, Hide, Jump, Move Silently, Sense Motive, Tumble and Use Rope. • Graceful movement: At level 2 the swashbuckler gets a +10-foot enhancement bonus to speed when wearing light or no armour. This increases by a further +10 for every 6 fighter levels (i.e. +20 at level 6, +30 at 12 etc). • Improved Dodge: At level 4, the swashbuckler gains dodge as a bonus feat even if he does not meet the requirement, but the bonus from the feat increases by +1 at level 8, and every four levels thereafter (+2 at 8, +3 at 12 etc.) If he already had dodge, he gains the increased benefit of the feat and the mobility feat instead. The benefit of Improved Dodge applies only in light or no armour. • Dashing Flurry: At 6th level, the swashbuckler may make one extra attack as part of a full round attack. However, this attack, and all other attacks suffer a -2 penalty on the attack roll. In the case of a swashbuckler with two weapons, the extra attack applies to the main hand only. • Force of personality: The Swashbuckler gains a bonus on will saves equal to his charisma modifier at level 8. • Greater dodge: At 10th level, the bonus from the dodge feat (including improved dodge) may be applied to two enemies, instead of just one. The benefit of Greater Dodge applies only in light or no armour. • Improved Dashing Flurry: The penalty for making a dashing flurry is removed at level 12. • Sustaining presence: At level 14, the swashbuckler can add his charisma to fortitude saves as well as will. • Dodge Mastery: At level 16 the dodge feat (and improved dodge) applies to all enemies. Also, the swashbuckler never looses his dexterity modifier for being caught flat-footed or struck by an invisible attacker (as per uncanny dodge, Tome of Battle page 22). • Greater Dashing Flurry: When making a dashing flurry, a swashbuckler of level 18 or more may make two extra attacks, rather than just one. • Charismatic perfection: At 20th level, the swashbuckler may add his charisma modifier to attack rolls, reflex saves, damage rolls and as a dodge bonus to armour class. |
| Aage02-20-07, 04:48 PM | :bump: Added swashbuckler.... I have a feeling the level 20 ability might be overpowered, am i right? :( |
| Crashy7502-20-07, 05:57 PM | There's some good stuff here! I'm going to have to take a closer look at this later. Now, I'm not sure yet if your swashy 20 is op yet, but the 20th level should be great. You have to compete with wish, gate and wotb. |
| aelryinth02-20-07, 07:34 PM | I'm trying to make a re-make of the fighter and this is what I got this far... More "ways of the warrior" coming up (atm only samurai done)... Any comments would be welcome :) Fighter HD = d10 Class skills: 4+Int modifier (x4 at level 1): See the Way of the Warrior class feature. Level BAB Good Poor Special 1 1 2 0 Way of the Warrior, Bonus Feat 2 2 3 0 Way of the Warrior 3 3 3 1 Bonus Feat 4 4 4 1 Way of the Warrior 5 5 4 1 Bonus Feat, Shift Tactics 6 6 5 2 Way of the Warrior 7 7 5 2 Bonus Feat 8 8 6 2 Way of the Warrior 9 9 6 3 Bonus Feat 10 10 7 3 Way of the Warrior 11 11 7 3 Bonus Feat 12 12 8 4 Way of the Warrior 13 13 8 4 Bonus Feat 14 14 9 4 Way of the Warrior 15 15 9 5 Bonus Feat 16 16 10 5 Way of the Warrior 17 17 10 5 Bonus Feat 18 18 11 6 Way of the Warrior 19 19 11 6 Bonus Feat 20 20 12 6 Way of the Warrior Class Features All of the following are class feature of the fighter. Weapons and Armour Proficiencies: All fighters are proficient with simple and martial weapons. They also have proficiency with all armours and shields (including tower shield). Saves: All fighters have good fortitude saves. Depending on the choice of the Way of the Warrior class feature, they get one good and on poor save. Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 3rd level and every odd-numbered level thereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. Shift tactics: Beginning at 5th level, as his combat skill grows, a fighter can adapt his tactical abilities to the changing challenges he encounters. Whenever he gains an uneven fighter level (including level 5), he can exchange any [fighter] feat he has with another such feat. He must meet all prerequisites of the new feat. He cannot lose a feat that is the prerequisite for any other feats or abilities he has. Way of the Warrior: At 1st level the fighter chooses his way of fighting. The path he chooses to walk determines both his class skills, his save bonuses and his class abilities gained at every even-numbered level (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th). Each of the paths are listed below: The Samurai The Samurai has will save as his good save. His class skills are Concentration, Diplomacy, Intimidate, Knowledge (history), Knowledge (nobility and royalty), Listen, Ride, Sense Motive and Spot. Mental awareness: At second level, the samurai adds his wisdom modifier as a bonus on reflex saves. Intuitive reactions: At 4th level, the samurai adds his wisdom bonus to initiative rolls. Concentrated Defences: At 6th level, the samurai can choose to use a move action to make a concentration check. If this concentration check beats his armour class, he uses it in place of his normal armour save (applying to touch attacks and flat-footed as well) for one round. Concentrated strike: The Samurai may make on attack as a standard action, doing double damage at 8th level. Improved Concentrated Defences: At level 10 the samurai may add his wisdom modifier to his concentration check when making a roll for Concentrated Defence. Mind Calm: The samurai who makes a will save labelled as will partial or will half instead takes no effect on a successful save. Improved Concentrated Strike: At level 14, when making a concentrated strike, the samurai may add his wisdom modifier to the attack roll. Greater Concentrated Defences: At 16th level, the samurai can bring up the concentration of defence more easily. He now needs only a swift action to take the concentration check. Greater Concentrated Strike: The Samurai who uses a standard action to make a concentrated strike may make two attacks instead, beginning at level 18. Both are at highest attack bonus. Supreme Concentration of Mind and Body: At level twenty, the samurai is the epitome of concentration. He can now deal triple damage with his concentrated strike, and take 10 on concentration checks to concentrate his defence. Swashbuckler The swashbuckler has poor will saves, while having good reflexes. Class skills for him are Balance, Bluff, Escape Artist, Hide, Jump, Move Silently, Sense Motive, Tumble and Use Rope. Graceful movement: At level 2 the swashbuckler gets a +10-foot enhancement bonus to speed when wearing light or no armour. This increases by a further +10 for every 6 fighter levels (i.e. +20 at level 6, +30 at 12 etc). Improved Dodge: At level 4, the swashbuckler gains dodge as a bonus feat even if he does not meet the requirement, but the bonus from the feat increases by +1 at level 8, and every four levels thereafter (+2 at 8, +3 at 12 etc.) If he already had dodge, he gains the increased benefit of the feat and the mobility feat instead. The benefit of Improved Dodge applies only in light or no armour. Dashing Flurry: At 6th level, the swashbuckler may make one extra attack as part of a full round attack. However, this attack, and all other attacks suffer a -2 penalty on the attack roll. In the case of a swashbuckler with two weapons, the extra attack applies to the main hand only. Force of personality: The Swashbuckler gains a bonus on will saves equal to his charisma modifier at level 8. Greater dodge: At 10th level, the bonus from the dodge feat (including improved dodge) may be applied to two enemies, instead of just one. The benefit of Greater Dodge applies only in light or no armour. Improved Dashing Flurry: The penalty for making a dashing flurry is removed at level 12. Sustaining presence: At level 14, the swashbuckler can add his charisma to fortitude saves as well as will. Dodge Mastery: At level 16 the dodge feat (and improved dodge) applies to all enemies. Also, the swashbuckler never looses his dexterity modifier for being caught flat-footed or struck by an invisible attacker (as per uncanny dodge, Tome of Battle page 22). Greater Dashing Flurry: When making a dashing flurry, a swashbuckler of level 18 or more may make two extra attacks, rather than just one. Charismatic perfection: At 20th level, the swashbuckler may add his charisma modifier to attack rolls, reflex saves, damage rolls and as a dodge bonus to armour class. Comments general Chassis: Standard upgrades to Skills and skill points. Way of Progression effectively = More Fighter Feats. Switch out: This is almost worthless as written. Note that feats don't scale like manuvers do...a manuver gets everything the lesser version of itself gets, and puts more on top. Swapping out WF for GWF does nothing...GWF gives a +1, too! Unless you rewrite feats and feat trees to incorporate these 'upgrades' for higher level feats, you've gained nothing. If this was something you could do on a daily basis to prepare yourself for a specific encounter, now that would be truly something special. Swapping out ALL of a Fighter's feats for others, every day...mmmm, might even salvage the class. Way of Samurai Note that your Concentrated Attack is infinitely repeatable, and mechanically better then a full attack action. Why make two attacks at a decreasing level of success when I can make one at full bonus for double damage? Thus, it's too strong. I know you were looking at the Nightmare Blade tree, but keep in mind that's usable only every other round. Your Capstone strike is the same way...it's effectively four attacks in two, both at highest attack skill...and with a Wisdom bonus kicker to hit, as well! -- Probably overpowered. Concentrated Defenses is supremely abusable with skill boosting items. If not so boosted, you are looking at an average AC of 40 at level 20...not bad for someone wearing no armor, if needed. ================= Swashbuckler Interesting that the Swashbuckler gets no stat bonus to AC, despite his low armor. He can also use a shield while gettng the dodge benefit of scaling AC. Mmm. Yes, the Capstone is probably too high. The Cha to attack rolls really caught my eye. Snowflake Wardance is the nearest thing to compare it to, or that Epic Cha feat that requires some insane Cha and Perform Dance ranks. That is a monstrous bonus to hit for this build, which is going to have a very strong Charisma emphasis. Normal builds getting Cha tend to have Medium BAB to offset the huge bonus this provides. Damage is okay, assuming it is restricted to finesse weapons. Saves just completes the trio of saves - I'd call the ability "Paragon of Grace" or somesuch, and stat it seperately to make a point it's related to the other two. That's also a pretty monstrous AC bonus suddenly jumping in. I'd probably only have it apply if he isn't wielding a shield...that would counterbalance it to some extent. Definitely a very powerful capstone. You could BUILD a level/20 character that would abuse the hell out of it...but I doubt you could PLAY a character there that would do the same. Note that giving a stat bonus to a weak save is about the same as giving it a strong save. Thus, your class has no weak saves, AND very pumped Reflex and Fort saves. A swashbuckler being what he is, he should prob get the Reflex boost first, even if it's not optimal, then Fort, and Cap it with will. Swashbucklers should have an Achilles heel up until level 20. Make note that such boost doesn't stack with Paladin or other Charisma boosting saves, or you have double stat abuse. ============== Not bad, a little over the top and needs to be scaled down. Both classes scale pretty nicely, reward non-Str stat investment (perhaps a little TOO heavily...go look at the warblade for some guidelines), and don't tie the character to a particular weapon or style. Nice job! Even incorporated in some of the "Choose your saves" I'm advocating for Fighters on Regdar's. ===Aelryinth |
| Aage02-21-07, 03:26 AM | Note that your Concentrated Attack is infinitely repeatable, and mechanically better then a full attack action. Why make two attacks at a decreasing level of success when I can make one at full bonus for double damage? Thus, it's too strong. I know you were looking at the Nightmare Blade tree, but keep in mind that's usable only every other round. Your Capstone strike is the same way...it's effectively four attacks in two, both at highest attack skill...and with a Wisdom bonus kicker to hit, as well! -- Probably overpowered. What do you mean by infinitely repeatable? I used the "nightmare blade" techniques of diamond mind as an inspiration... Concentrated Defenses is supremely abusable with skill boosting items. If not so boosted, you are looking at an average AC of 40 at level 20...not bad for someone wearing no armor, if needed. Hmm... yeah probably... I really liked the concept though... Any idea on how it could be made less abusable but still keep the flavour? As for the swashbuckler, I added that flurry will only work with finesse weapons, and the dodge bonus cannot be applied if carrying a shield... |
| Szatany02-21-07, 03:43 AM | You know what, if you are borrowing my material, word by word no less, the least you could do is to say "thank you". |