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| speeblefreak02-03-06, 10:13 PM | This is a class I designed a couple of weeks ago, and now I'm putting it up here for review. If you figure out what it's based on (and you will ;) ), please don't give me flavor tips. I just want to know if it's balanced and mechanically sound. Once it's good I'll post a couple of PrCs I made to go along with it. Arcane Knight HD: d8 Alignment: Any good Skill points: 4 + Int mod/level (x4 at first level) Abilities: Wisdom is crucial for an arcane knight. It helps the arcane knight in combat and fuels the arcane knight’s mental abilities. Dexterity is also quite useful in a fight and Constitution boosts the arcane knight’s health. Class skills: Balance (Dex), Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (any three) (Int), Listen (Wis), Profession (Int), Sense Motive (Wis), Spot (Wis) Weapon & Armor Proficiency: Arcane knights are proficient with all simple weapons. They are also proficient with one martial or exotic melee weapon of their choice. Arcane knights are not proficient with armor or shields. Level...Base Attack.....Saves (F/R/W).....Special Abilities 1..........+0....................+0/+2/+2........AC Bonus 2..........+1....................+0/+3/+3........Weapon Finesse 3..........+2....................+1/+3/+3........Invisible Hands 4..........+3....................+1/+4/+4........Cut Arrows 5..........+3....................+1/+4/+4........Mind Reading (detect attitude) 6..........+4....................+2/+5/+5........Flying Leap (+8) 7..........+5....................+2/+5/+5........Improved Weapon Finesse 8..........+6/+1...............+2/+6/+6........Mind Reading (detect thoughts) 9..........+6/+1...............+3/+6/+6........Weapon Expertise 10........+7/+2...............+3/+7/+7........Trick the Mind 11........+8/+3...............+3/+7/+7........Mind Reading (detect truth) 12........+9/+4...............+4/+8/+8........Flying Leap (+12) 13........+9/+4...............+4/+8/+8........Penetrating Blow 14........+10/+5.............+4/+9/+9........Mind Reading (detect alignment) 15........+11/+6/+1........+5/+9/+9........Greater Invisible Hands 16........+12/+7/+2........+5/+10/+10.....Storm of Blows 17........+12/+7/+2........+5/+10/+10.....Mind Reading (free action) 18........+13/+8/+3........+6/+11/+11.....Flying Leap (+24) 19........+14/+9/+4........+6/+11/+11.....Masterful Parry 20........+15/+10/+5......+6/+12/+12.....Foresight AC Bonus (Su): When unarmored, an arcane knight gains a bonus to AC equal to his Wisdom modifier. Weapon Finesse: At 2nd level an arcane knight gains Weapon Finesse as a bonus feat. Invisible Hands (Sp): Starting at 3rd level, an arcane knight may use mage hand as a spell-like ability at will. Cut Arrows: At 4th level an arcane knights gains Cut Arrows as a bonus feat. Mind Reading (Su): At will, an arcane knight of 5th level or higher may attempt to peer into the mind of a sentient creature within 30 ft as a standard action. This is a mind-affecting ability. This ability may be used in one of the following ways as the arcane knight gains access to them (Save DC equal to 10 plus ½ the arcane knight’s class level plus the arcane knight’s Wisdom modifier): Detect attitude: The arcane knight learns the creature’s current attitude toward him (hostile, unfriendly, indifferent, friendly, or helpful). This use of the ability does not allow a saving throw. Detect thoughts: The arcane knight learns the creature’s surface thoughts. This use of the ability allows a Will save. Detect truth: The arcane knight determines the truth or falsehood of the last thing the creature said. This use of the ability allows a Will save. Detect alignment: The arcane knight learns the creature’s standing on the good-evil axis of alignment. This use of the ability does not allow a saving throw. Free action: Starting at 17th level the arcane knight may use mind reading as a free action. Flying Leap (Su): Starting at 6th level an arcane knight uses magical energy to fuel his jumps. He is always treated as having a running start and gains a +8 bonus on jump checks. At 12th level this bonus improves to +16 and at 18th level this bonus improves to +24. Improved Weapon Finesse (Ex): Starting at 7th level an arcane knight may apply his Weapon Finesse feat to one-handed weapons. Weapon Expertise (Ex): Starting at 9th level an arcane knight may apply his Dexterity modifier to damage rolls made with light or one-handed weapons. Trick the Mind (Sp): Starting at 10th level, an arcane knight may manipulate the mind of a creature once per day per point of Wisdom bonus the knight has. Treat this as a suggestion spell with a caster level equal to the arcane knight’s class level (save DCs are Wisdom-based). Penetrating Blow (Su): Starting at 13th level, once per day per point of Wisdom bonus an arcane knight may resolve a melee attack as a touch attack. Greater Invisible Hands (Sp): Starting at 15th level an arcane knight no longer needs to concentrate to maintain his mage hands, may direct them as a free action, and may maintain up to one mage hand per point of Wisdom bonus at a time. Furthermore, the arcane knight may combine mage hands to lift objects weighing up to 5 lbs per mage hand lifting it. The arcane knight may also use telekinesis once per day per point of his Wisdom modifier as a spell-like ability (save DCs are Wisdom-based), but he cannot simultaneously maintain his mage hands. Storm of Blows (Su): Starting at 16th level, once per day per point of Wisdom bonus an arcane knight may double the number of attacks he makes in a round. This ability may be used regardless of whether the arcane knight is making a full attack. Masterful Parry (Ex): Starting at 19th level an arcane knight gains a +4 shield bonus to armor class when he is wielding a light or one-handed melee weapon and not wearing a shield. Foresight (Su): Starting at 20th level an arcane knight continually benefits from a foresight effect. Ex-Arcane Knights: An arcane knight who loses his good alignment may never again take levels in this class. Ex-arcane knights who are not evil are very rare. |
| belthazzar111302-04-06, 12:36 AM | I am going to be honest and say this is very very overpowered. I could go into a long and drawn out description of what i think is really wonky, but lets hit the highlights. 1) a one level dip seems unbelivably obvious for any warrior, cleric or druid. wisdom bonus to ac at level 1 seems a bit powerful if all you have to be is good. I don't see a paladin not taking a level here. 2) mind reading seems a bit broken in that you can flawlessly detect someones intent toward you. I would rather see this initally grant a bonus to sense motive to determine intent. and have a limited use per day. Only PrCs grant telepathy at will, this seems pretty strong for a base class. 3) storm of blows. Again it seems like your cherry picking the best abilities of different PrCs and sticking them all in a base class. There isn't alot of justification for a lot of these abilities. It seems like the class doesn't have a real solid direction other than being powerful. If you want to have a telekenetic flair then i don't think you need the mind reading. RIght now this is reading like a jedi, and like a jedi its way too powerful to be in a standard game. Assuming you don't mind having a class thats leaps and bounds more powerful than others then its alright, but if you really just trying to pirate all of a jedi abilities and stick it in a core class then you might want to take a look at the starwars book instead. Their jedi worked a little better with a skill based system to use their powers. Granting these powers at will.... its just screams broken on every level. |
| speeblefreak02-04-06, 12:56 AM | 1) a one level dip seems unbelivably obvious for any warrior, cleric or druid. wisdom bonus to ac at level 1 seems a bit powerful if all you have to be is good. I don't see a paladin not taking a level here. I can understand the rest of your points, but not this one. The monk gets the Wisdom bonus to AC at level 1 in exchange for being lawful, and neither class can get this bonus with armor. I will, however, give the class some HEAVY reworking. |
| periscope02-12-06, 12:56 AM | Why is everything based off wisdom? Traditionally the arcane has been associated with Intelligence or Charisma. Maybe change it to a competence bonus to ac with Int or a morale bonus to ac with Cha (personally I would suggest charisma since this seems like a spontaneous class). |
| Kalriem02-12-06, 07:17 PM | Why are you trying to re-create the Jedi? Everything about this class is overpowered. I'd even go as far as to say it might be broken beyond repair. You have 3/4 BAB, good Ref & Will saves, and a plethora of powerful special abilities and bonus feats. In addition, most of these things are either accessible at will, or are constantly active, with none of them costing anything. Most of them (Improved Weapon Finesse, Weapon Expertise, Penetrating Blow, Foresight, Storm of Blows, Masterful Parry) are overpowered outright, and the rest are blown way out of proportion, with either unlimited uses, constant effect, extreme bonuses, no saves, or all of the above. |