Argent Tempest(Formerly Psychic Brawler) [Archive] - Wizards Community

Post/Author/DateTimePost
Keku

03-22-05, 01:43 AM
Ok, well just sticking this up here to see how balanced you all think it is. I tried to make it balanced and will try to paly test it soon, but I figured why not submit it to a fireing squad.
PLEASE READ EVERYTHING BEFORE COMMENTING
Note: I based the Channel Force abilities off of the Arcane Strike feat, and the Force Bullet off of the Warlock's Eldritch Blast.

http://img.photobucket.com/albums/v224/KekAmHeh/psy-brawltbl.jpg

Game Rule Information:

Alignment: Any

Hit Dice: D8

Class Skills: Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points: 4+Int

Class Features:

All of the following are Class features of the Argent Tempest.

Weapon and Armor Proficiencies:
Argent Tempest are proficient with all simple weapons and with some or no martial weapons. (See Chosen Path) Argent Tempest are not proficient with any armor, and wearing armor inhibits the use of some class abilities.

AC Bonus:
When unarmored and unencumbered, the Argent Tempest gains a +4 bonus to AC at 1st level. This bonus increases by 1 at 3rd level and by 1 again for every three Argent Tempest levels thereafter (+5 at 3rd, +6 at 6th, +7 at 9th, +8 at 12th, +9 at 15th, +10, and at 18th level). This bonus mimics the Inertial Armor power and therefore has the same restrictions and bonuses, except that it is completely suppressed when armor is worn.

Chosen Path:
At 1st level, a Argent Tempest chooses his path. He picks either unarmed or armed melee combat.
Unarmed Melee combat: The Argent Tempest gains the improved unarmed strike feat and weapon focus: unarmed
Armed Melee combat: The Argent Tempest gains proficiency in 4 martial weapons of his choice. He may trade any 2 proficiencies for an Exotic Weapon Proficiency or a Weapon Focus feat.

Force Bullet (Psi-Like Ability):
As a standard action, an Argent Tempest may focus some of his psychic energy into a small bullet and fire it as a ranged touch attack. The bullet forms at the tip of his finger and flies in a straight line towards the enemy. The bullet does 1d6 points of force damage, and costs the Argent Tempest 1 power point to use. An Argent Tempest may make his bullet more powerful by spending additional points. For each additional 2 points he spends, it deals an extra 1d6 damage. An Argent Tempest may not spend more power points total than his levels of Argent Tempest he possesses on this ability. This ability counts as a 1st level power.

Power Points:
An Argent Tempest gains power points as indicated on the table. They also gain bonus powerpoints based upon a high charisma. A Argent Tempest must have a charisma of at least 10 to use any of his abilities that are based upon power points.

Psychic Aura:
The Argent Tempest is encompassed by an aura of psychic energy. This is what grants the Argent Tempest his AC bonus. At will this aura can become visible and glow the color of his choice. It illuminates a radius equal to two times the levels he has in Argent Tempest.

Basic Combat Style:
Similar to rangers, Argent Tempest have combat styles. Unlike rangers, an Argent Tempest choses his style at first level when he choses his path. At second level, an Argent Tempest gains one of the two following feats depending on his chosen path. Unarmed Argent Tempest gain the Stunning Fist* feat and Armed Argent Tempest gain the Power Attack feat, even if he does not meet the requirements for either feat.
*They may make a stunning fist attack a number of times per day equal to their class level.

Will to Survive (Psi-like):
A number of times per day equal to one-third his class levels, an Argent Tempest may activate this psi-like ability. When activated the Argent Tempest gains 3 temporary hit points per class level. This ability lasts for 1 minute per three class levels. When this ability ends, the Argent Tempest takes non lethal damage equal to the temporary hp granted during the span of the ability or the damage taken during the span of the ability, which ever is lower. He must then make a fortitude save DC 10+1/2 the non-lethal damage taken. If he fails, he also takes lethal damage equal to 1/2 the non-lethal damage dealt.

Channel Force (Su):
Prior to any melee attack, a Argent Tempest may imbue his melee weapon with psychic energy. When the Argent Tempest expends 1 power point, his next melee attack does an extra 1d4 force damage. If the attack fails, the power points are wasted.
He may pay additional power points to gain extra damage. For every additional 2 power points a Argent Tempest pays, he deals an additional 1d4 damage. An Argent Tempest may not spend more power points total than his levels of Argent Tempest he possesses on this ability.

Improved Combat Style:
At sixth level, a Argent Tempest gains that has chosen the unarmed path gains the Flying Kick feat even if he doesn’t meat the prerequisites. A Argent Tempest that has chosen the armed path gains the Leap Attack feat.

Improved Channeling:
Instead of the bonus damage applying on only the next attack, the damage applies to the next two attacks. The charge fades after two attacks whether or not they were successful.

Combat Style Mastery:
At eleventh level, a Argent Tempest has chosen the unarmed path gains the Raptor School feat, even if he does not meet the prerequisites; an Argent Tempest that has chosen the armed path gains the Combat Brute feat, even if he does not meet the prerequisites.

Scatterblast:
At twelfth level, an Argent Tempest may create and fire multiple bullets of force at once. For each bullet added, the blast costs an additional power point. The total number of points spent may never be greater than the total class levels of Argent Tempest. Also each bullet must target a different target, and each target must be within 15 ft of each other. For example Keku, a 12th level Argent Tempest, may spend 12 power points to deal 6d6 damage to each of two targets.

Greater Channeling:
At 15th level an Argent Tempest’s channel force ability stays active for the next three attacks instead of just the first two. If any of the three attacks miss the use for that attack is wasted.

Mind Over Matter:
At 20th level an Argent Tempest has achieved its crowning glory. Once a day, he becomes nigh but invincible by sheer force of will. Activating this ability grants DR 15/- for one minute.
mod5000

03-22-05, 09:19 AM
WHOA!! I mean, WHOA!! I took one glance at the class, and saw the AC Bonus. WAY WAY WAY too overpowered. That easily goes epic, and you don't have to pay a single cp for it. Take a look at the monk class. *That's* what you should be going for.

Chosen path? That basically can give someone EWP: Bastard Sword and Weapon Focus: Bastard Sword at the same time. Too powerful. Change it just to get Martial Proficiency.

PP: Charisma? I say go Wisdom, like a monk. Also the number of PP he gets may be too high...

Psychic Bullet: Sounds alright...

Improved CP: Can't remember what those two feats do, so can't comment. If they have really high Prereqs, then it's prolly unbalanced.

Psychic Aura: Just how much D/R are we talking here...?

Will to Survive: Just skimming, but it looks rather complicated...

Channel Force: Borderline on being overpowered, but sounds ok.

Improved Channelling: Now it's overpowered.

Combat Style Mastery: Getting a tactical school feat for free?? Unbalanced. 'Nuff said.

Scatterblast: Sounds ok...

Greater Channelling: Read what I said about Improved Channelling. It's like giving a monk a recurring Stunning attack.

Mind over Matter: 15 DR just for fun? I'll say it one last time: overpowered.

Hmmm...I wonder how many times I said--no, I won't say it again. Just compare it to a Fighter, Psychic Warrior, Barbarion, or any of the "official" classes, and you'll see.
Keku

03-22-05, 10:53 AM
Well, if you had read the AC, you would clearly see it is not that overpowered.
it takes the place of armor, and therefore cannot be stacked onto with bracers of armor. As to the Psychic aura comment, I forgot to edit that out, before I had dr over time like a barbarian and less ac.

What's wrong with EWP Bastard Sword and WF Bastard Sword? They can only use a bastard sword at that point, and are really limited on the damage type that can be done.

I chose charisma as that seemed to be the stat to use for "raw" energy classes, Sorcerer, Warlock, Wilder, etc. Power points are not all that high, he has 3/4bab, and has to actually pay for damage he deals as compared to the Warlock.

As for the channeling, have you looked at the Arcane Strike feat? I loosely based the ability off of that, instead of 1 ability, I made it 3 and took away the attack bonus.

The only thing I can see as truely being "overpowered" is the AC, and then only slightly. Go check out the Warlock class, and the Arcane Strike feat. I'm sure you can understand what I mean then.
Keku

03-22-05, 12:46 PM
OK I went and changed the AC progress to one of the ones on the Defense bonus table of UA.

Note this AC bonus unlike a Monk's does not function on touch attacks.
Keku

03-22-05, 05:14 PM
I thought of a name, and edited the Will to Survive Ability's duration.