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| philippe willaume02-20-08, 11:03 AM | Champion of justice Alignment: any lawful or chaotic good Hit Die: d8. Class Skills The champion of justice’s class skills (and the key ability for each skill) are: Climb (Str), Heal (Wis), Jump (Str), Intimidate (Cha), Language, Ride (Dex), Sense Motive (Wis), Swim (Str), Spot (Wis) Tumble (Dex ). Skill Points at 1st Level: (4 + Int modifier) x4.(one new language has to be bought every 2 level) Skill Points at Each Additional Level: 4 + Int modifier. Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +2 Seize the opportunity 2nd +2 +3 +0 +3 Uncanny Awareness, 3rd +3 +3 +1 +3 Defensive counter 4th +4 +4 +1 +4 Open hand counters 5th +5 +4 +1 +4 Resilient soul (+1 will and fortitude) Half-swording 6th +6/+1 +5 +2 +5 Wrestling at the sword, Brutal throw 7th +7/+2 +5 +2 +5 Master strike, Armour mastery (medium) 8th +8/+3 +6 +2 +6 Create an opening, Fighting stance 9th +9/+4 +6 +3 +6 Resilient soul (+1 will and fortitude) Form familiarity 10th +10/+5 +7 +3 +7 Active defence 11th +11/+6/+1 +7 +3 +7 Improved uncanny awareness 12th +12/+7/+2 +8 +4 +8 Resilient soul (+1 will and fortitude) Master strike 13th +13/+8/+3 +8 +4 +8 Size familiarity 14th +14/+9/+4 +9 +4 +9 Armour mastery (heavy) 15th +15/+10/+5 +9 +5 +9 Resilient soul (+1 will and fortitude) 16th +16/+11/+6/+1 +10 +5 +10 Master strike 17th +17/+12/+7/+2 +10 +5 +10 Greater uncanny awareness 18th +18/+13/+8/+3 +11 +6 +11 Throw familiarity 19th +19/+14/+9/+4 +11 +6 +11 20th +20/+15/+10/+5 +12 +6 +12 Dance of steel Class Features All of the following are class features of the champion of justice. Few months Ago, Tareck had washed up on that land governed by Minotaurs; he quickly found that their notion of justice seemed to always involve trial by combat. He always managed to share his profits with important people and more importantly, he always made sure that he never wronged the wrong peoples. Since he always had been as optimistic with the properties of the wares he resold as he was forgetful about their provenance, His summon for justice trial was to be expected Fortunately, he had trained as an invisible blade, a master of fighting with knives. Not only he was able to use both hands when he fought but his lawyer managed to impose no armour whatsoever on his opponent whilst Tareck could keep his leather armour, what chances a lumbering colossus would have against the blur of motion Tareck became when he fought. He made a killing selling his wares and quite literally he was going to make another one in few minutes. The roar of the crowd interrupted his thoughts, as an athletic Minotaur entered the arena, the crowd went mad. The name howled by the crowd was not unfamiliar but he could not place it. Focussing on the matter at hand, he threw one of his dagger to distract his opponent and as he sped toward his target. His opponent barely had time to move enough to avoid the throw and then Tareck was on him. Like with his two other legal proceedings, this one would be finished quickly; he though as he feinted to the left to strike at the right armpits that his opponent would not fail to offer him. As he moved to deliver his strike, Tareck felt as if he had been punched in the chest. The time for Tareck to bring his head around and the Minotaur had disappeared past him and he just could see him when he looked behind him. How could something that big move that swiftly, he wondered. Somehow the monster did indeed seem much taller now, but then Tareck realised that he was kneeling, he was perfectly conscious but somehow his body did not seemed to respond. Something the minotaur as dropped glittered in the sun and landed in front of him. That was the “curative amulet” he had sold for 10 steel to that grubby looking old cow. The noise from the crowd rolled on him like waves roll on a shore and Tareck’s eyes opened in realisation. The name, he remembered the name now, his opponent was one of the top champion of justice of the League. How did that old cow manage to afford him? Damned, I should have asked for 50 did he think before he toppled forward. Weapon and Armor Proficiency: A champion of justice is proficient with all simple and martial weapons with the exception any mechanical or semi mechanical projectile weapons like bow and crossbows which are considered unfamiliar. As well the champion of justice is proficient with light armour, medium and heavy armour but no shield (save buckler/targe). Adventuring and other characters In the mind of a champion of justice adaptability, knowledge and precaution are the keys for a successful strategy. They are avid of martial knowledge and are always ready to refine their fighting principles. They are quite open to work with other classes. Champion of justice go adventuring to increase their martial knowledge, to forget the arena/ring of justice, not to work for a potentate they do not like, if they believe the system they serves is corrupted, or just to help a friend. Champions of justice rely on strength, wisdom and their personal abilities over anything else including magic or religion though some may follow a cult. Fighting in arenas, they usually have a strong interest in language and arts of other culture. Some says that buy knowing a language and the art of a nation is to find the key to they way of thinking. Alignment, Champion of justice comes from society that believes in trial by combat as a mean of delivering justice and showing who is right. So they can be of any alignment lawful alignment or chaotic good. Each of them follows the same code but the end results are sometime drastically opposed. The lawful champions of justice are usually faithful servant of the state or any person representing order. They see themselves as the arm of justice. For them justice is there to protect the society, and is there for the greater good. The law is paramount to them and the usually follow it to the letter more than the spirit. After all finding what the spirit of the law is for the tribunal. Unless in the service of the state, that type of champion of justice seldom find them adventuring as they are part of a city/county correctional system. They will intervene to prevent a crime. Rectitude= Uphold the laws Courage= What ever the odds and consequences uphold the other principles Benevolence=Do you duty what ever the personal cost. This is for the greater benefits of all. Respect= Respect the law and the lawful representative of power Honesty= Do not cheat do not lie those are for lesser being Honour= you are a living representation of justice and should act like so. Loyalty= Loyalty to old principles and the writing of the ancients A lawfull evil champion of justice see his position as a way to gain money and social position. I.e. they will serve the strong against the weak and bend the law to as much as they can to their advantage. They will not directly cheat or lies but defiantly make sure that they have all the advantage or use the truth in an advantageous fashion. A lafwfull neutral they really see themselves as the blind justice. They do not care who they represent. It will all balance out at the end. Lawfull good champion of justice will usually fight for whom they believe is innocent, regardless of social position or potential reward. The chaotic good champion of justice is somewhat the opposite; he believes that justice is there to deliver what is right and just but justice is there to serve the people before anything else. So people and their situation has to be taken in consideration. Following your heart to do what is right, is the way of champion of justice, if a few laws feather are ruffled in the process, so be it. Rectitude = Do what is right Courage = What ever the odds and consequences uphold the other principles Benevolence = Help those in need even at a greater personal cost Respect = Be polite and kind to others (do not do to other what you would not being done to yourself) Honesty = Do not cheat, do not lie those are for lesser being Honour = Honour is to be found in triumphant justice, in the weak being vindicated against all ods. (There is no honour in using despicable ways) Loyalty = Stay loyal to your friend what ever their actions. Abilities and feat Champion of justice are martial arts expert, they can not specialise in any weapon or in any specific armour as the condition of combat will be dictated during the trial or the pre fight agreement. Instead they train to use their body ad their mind in the most efficient way. Martial arts (Ex): The principle behind martial arts is to deliver powerful attack where it hurts instead of a greater number of less precise attacks hence offering less opening for your opponent This enables the champion of justice to any part of his body as weapon or to use a weapon in both hands. However the fundamental principle being martial arts is to deliver precise attack almost regardless of the weapon Through the course of time particular way of using weapons and his body, so martial can not be used in conjunction of certain other feats. Restriction: because it requires both hands and attuned perception and global approach to the fight, you can not really not use any martial art feats in conjunction with special enemies, two weapons fighting (or related feat), casting a spell, or any form of rage. I would say that weapon specialisation and weapon focus can not apply, due to the way the weapons are used, But the DM can rules that weapon specialisation covers any usage of the weapons. Seize the opportunity. (Ex) Level 1 The practice of martial arts enables you to find opportunities when other can not. You gain as many attacks of opportunity as you have iterative attacks+1 for the level of champion of justice you are at. You can deliver AoO even when flat footed Special You can select combat reflex a feat even if you do not meet the dex requirement. If you do so or already have combat reflex, instead of gaining your dexterity bonus as extra attack, on top of the normal AoA, you gain the same number of AoO as the number of attack in a flurry of blow for a monk of the same level of you champion of justice level. AoO are deliverer at you BAB Uncanny Awareness (ex): At 2rd level, The champions of justice have developed a sort of spider-sense that makes it really difficult to catch him unaware. Benefits: when attacked before his turn the champion of justice , the champion of justice can as an immediate action declare that he is fighting defensively (or total defence or combat expertise if he has it), even before is regular turn. The bonus to AC, the penalties to BAB will remain until the end of his regular tour. His moves if any will be resolved at his turn As soon as he has declared this action the champion of justice is no longer considered flat footed. Defensive counter (Ex): level 3 The champion of justice use a solid defence to mount swift counters Benefits: the champion of justice, when fighting defensively, forfeits his iterative attacks and his AC bonus to gain the ability to deliver attack of opportunity against an opponent that attacks him and misses. The Attacks of opportunity are made with the normal penalties for fighting defensively (or what ever penalties to the BAB if you are using combat expertise). Open hand counters (Ex): level 4 Because the martial artist is used to fight with both hands, he is able to use deliver a quick punch or unbalance his opponent when this one give an opening Benefits: At level 4, when using an AoO and only when using an AoO, the champion of justice no longer provokes an attack of opportunity when he attempt to trip, strike or disarm an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip or disarm an opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. As well, you are considered to be armed even when unarmed —that is, you do not provoke attacks of opportunity from armed opponents when you use an attack of opportunity on them while unarmed. However this feat only covers the attack of opportunity you make, which means that normal (or iterative) unarmed attack or trip attack still provokes AoO for your opponents. In addition, your unarmed strikes can deal lethal or non lethal damage, at your option. Normal: Without this feat, you provoke an attack of opportunity when you attempt to disarm trip or strike an opponent while you are unarmed even when you deliver a AOA Half-swording (Ex): level 5 The champion of justice can use a weapon he is familiar with in a different way that weapon is intended. Benefits: At level 5, when using a one handed or a two handed melee weapon, The champion of justice can use haft or pommel to deliver crushing (damage as a club) or can use any weapon with a pointy tip as a spear to do piercing damage ( damage of the spear) . The strength bonus applies normally i.e. it is either a one handed or two handed attack, It is usable with your normal attack; this is not give any extra attack from the second hand. This implies threaten 5ft and 10ft when using a reach weapon, this does not work with weapon with a longer reach. Using AoO you can use any end, but in normal attack sequence the 5ft range can only do crushing damage as a two handed staff. Resilient soul (level 5, 9, 12, 15) The champion of justice is used to face different form of cheating and disloyal attempt to change the course of a judicial combat; like mind controlling magic, fear or poison. Benefits At level 5, the champion of justice gains +1 on his will and fortitude At level 9, He gains another +1 to will and fortitude saves. At level 12, another +1 to will and fortitude. When saving against poison, fear or mind affecting spell or effect including though reading, if the champion of justice fails he get and other roll the following round. At level 15 another +1 to will and fortitude. When saving against poison, fear or mind affecting spell or effect, if the champion of justice fails he get to roll a save every round. Until the end of the effect or a successful roll. Brutal throw (ex) (cadv): level 6 Benefit: At level 6, the champion of justice can use his strength bonus rather than his dexterity bonus to attack rolls with thrown weapons Normal: You use you dexterity bonus to hit when attacking with thrown weapons Wrestling at the sword (Ex): level 6 The champion of justice can grapple after a successful strike Benefits: At the 6th level, after the champion of justice has delivered a successful strike iterative attack (i.e. a strike that scores at least I points of damage). He can use his next iterative attack, immediately attempt a trip attack, disarm or a grapple on his opponent. He has +4 bonus and you are considered one size larger for disarming grappling and tripping, The champion of justice does not create an attack of opportunity as he already successfully touched your opponent. Armour mastery (medium) (Ex): 7th level A champion of justice gains the feat armour mastery at the 7th and 12th levels. Instead of being impaired by his armour the champion of justice can use the armour to his advantage. Benefit: Starting at 7th level, the champion of justice is able to wear his armour like a second skin and ignores the standard speed reduction for wearing medium and armour check penalties are halved. When tumbling in armour you can jump on horse, climb a ladder from under it, cartwheel or summersault and so on. It can be used as a tumbling act. Master strike (ex): level 7 ,12,16 The champion of justice prefers to wait to be at the right place and the right time to deliver a devastating strike instead of several attacks. Benefits: As a full round action the champion of justice can deliver one well-placed attack instead the full complement of attacks. He doubles the damage of the attack and any attack of opportunity until his next turn. At level 12 You gain the ability to move before and after you strike a master strike. The AoO are still considered as master strike. Moving that way provokes attacks of opportunity At level 16 Due to the nature of his work, the champion of justice, when fighting defensively as a full round action, can use an attack of opportunity that strike and ally adjacent to champion of justice. This works only against an opponent within his reach. If the champion of justice strike deal damage the attacks automatically fails. Special this feat can be taken at level 12 and the level 12 master strike feat becomes the feat at this level Fighting stance (Ex): level 8 By maintaining a relative position from his adversaries and closing their immediate lines of attack, the champion of justice limits their ability to attack him. Benefits:: The champion of justice gains a deflection bonus and so he can add up the average of his wisdom and strength bonus (rounded to sup) to his AC, however he can only do so to the extent of his level in champion of justice /5+1 (rounded down). So if his wisdom bonus is +1 and the strength bonus is +4, the max AC bonus is +3 (2.5 rounded up) and if the champion of justice level is 8, he can only add is +2 to his AC. (8/5 rounded down). When fighting defensively this bonus is doubled As it is a deflection bonus, This Ac bonus applies against touch attacks. Create an opening (Ex): at level 8 When his opponent gives him an opening, the champion of justice can unbalance him enough to strike a devastating blow Benefits: when the champion makes a successful trip attack. Instead of sending his opponent prone, the champion of justice unbalances his opponent enough to expose a vulnerable spot and momentarily restrict his abilities to defend himself. The opponent looses half his dexterity related bonus and half his armour related bonus to his AC for the attack the champion of justice get from the trip. Form familiarity: level 9 You can use any double weapon that is based on an axe, spear, and sword/dagger and has crushing weapon (or a haft) at either end as a martial weapon. Benefits: Can use any exotic weapon as a martial weapon as long as their exotic nature is either based on the ability to use the sword with one or two hand (IE bastard word/katana) or they are double weapon based on an axe, spear, and sword/dagger masse at either end. (Ie like an urgosh). Weapons like double blade or spiked chain are still considered exotic Active defence (Ex) level 10 The champion of justice can deliver accurate counters Benefits: when fighting defensively the champion of justice can use his AoA at his unmodified BaB. Improved uncanny awareness (Ex): At 11th level The way the champion of justice moves and position himself enables him to react to attacks from any direction. Benefits: when attacked in the surprise round or by an opponent with a greater initiative. If the champion of justice succeed a sense motive check against (10+1/2 bab ) of the opponents. He gains a the ability to declare a master strike action as well as fighting defensively he gains from uncanny awareness Size familiarity: level 13 The champion of justice can use normally certain weapons that are size above the one he can normally use. Benefits: The champion of justice can use weapon on size bigger than normal without penalty for over sized weapon or exotic weapon based on having a larger than normal business end. (I.e. great spear, great halberd or full blade and so on). Armour mastery (heavy) (ex): 14th level The champion of justice is an expert at using heavy armour Benefits The champion of justice is able to wear his armour like a second skin and ignores the standard speed reduction for wearing heavy armour and reduces the heave armour penalties by half. The champion of justice can not tumble in heavy or medium armour. Special If the character has the feat spring attack, it can be used even in the heavy armour You gain all the benefits of tumble when fighting defensively or using a total defence but you do not get the jump synergy. When tumbling in armour you can jump on horse, climb a ladder from under it, cartwheel or summersault and so on. It can be used as a tumbling act Greater uncanny awareness (Ex): At 17th level The way the champion of justice moves and position himself enables him to react to attacks from any direction. Benefits: when attacked in the surprise round or by an opponent with a greater initiative. If the champion of justice succeed a sense motive check against (10+1/2 bab ) of the opponents. As well of having all the befits of improved uncanny awareness, the champion of justice can increase his initiative score to the just above the highest initiative person that attacked him. this takes affect at the beginning of a new round. Throw familiarity: level 18 The champion of justice can throw any weapon he is familiar with as if it was a spear Benefits: A champion of justice throws any weapon that he is familiar with at a range increment of 10 feet. Dance of steel: level 20 The champion of justice offers an opening to his opponent to counter it with a swift master strike. Benefits: Instead of attacking (ie normal iterative attacks), the champion of justice can cover up to twice his normal movement. He can use an AoO on any attack delivered against him. If his AoO hit the champion of just can continue his move the way he intended it and the opponent attack automatically fails and the champion of justice can continue to move. Any condition that would prevent the champion of justice to continue his move will stop his turn (like being tripe or otherwise held.) All AoO delivered are considered master strikes. EX CHAMPION OF JUSTICE Like a member of any other class, a champion of justice may be a multi-class character, but multi-classed champion of justice face a special restriction. A champion of justice who gains a new class or (if already multi-class) raises another class by a level may never again raise her champion of justice level, though she retains all her champion of justice abilities. A champion of justice that becomes of an incompatible ailment cam not gains level until he change to a compatible alignment again. It is the same for a champion of justice, that breaks the code, The path to redemption is trial by combat. Trial by combat for redemption Usually lawful good, lawful neutral and chaotic good champion of justice will equip themselves normally. However the will take any desperate cause if the occasion arise. A lawful evil will use and equip the best equipment he can, and will try to find out what is the best adapted to what his redemption fight will bring. The Xp gained whilst redeeming yourself are not added to you normal xp. They are just lost Redemption can be obtain in two ways Desperate cause arena. Defend in the arena (or in realy life) poor people or people who are in margin of the society. They usually lack the mean and the support to get a good layer. So fight condition are always extremely disfavour able for them, it usually involve little or no armour and a smaller weapon, whilst the opposition has full armour and two handed weapons. It can be argued that it is the bread and butter of a chaotic or a lawful good champion of justice. The CR of your opponent should be 2 below yours but you will mot have armour. Desperate cause normal life. It can be the wife/child of soldier dead in battle, the daughter/son, and widow of a destitute noble man or an orphanage, they are in but to a powerful rival that want to take advantage of their situation to take their land of force a weding. The opposition level cumulated will be twice you level, their chief will be at least half you level to your level. Monster you nee to find and defeat a monster eithere arena, a town or countryside. That monster CR will be you level +1d4 -1. |
| beepaladin02-20-08, 12:51 PM | I really have to say that I think a class called "Champion of Justice" shouldn't really allow chaotic alignments if it intends to have a restricted alignment. I know there's sort of the holy liberator fighting against oppressive law, but LG can oppose LE just as easily, and much more though the cause of justice. If the CoJ is bound by honor and justice and all that jazz, it is a code of conduct and that's sort of innately lawful, but as is the concept of justice it seems. CG seems like it's just kinda thrown in. and if CG, why not CN or NG? It kind seems a bit of a slippery slope. Other than that, I think the language thing is in the right vein, it reminds me a lot of Marshal in that respect. Have you considered making speak language a class skill? (nevermind, just noticed it is) Other than that, I will admit, I did not really understand the class abilities section so I'm not going to comment on that ^^; seems very AoO and defensive fighting based? I think the term "iterative attacks" is kind of confusing. I guess I've just not heard the normal attacks referred to in that way. The Open Hand Encounter at level 4 seems way over balanced, essentially you're giving the character improved sunder, improved trip, and improved unarmed strike with the bonus of getting a free AoA all at one level. It would maybe be a lot better if these were spread out as the character levelled. I think the half swording needs to be reworded. Essentially it reads that you can use an arrow or a dagger like a spear and do the damage of a spear rather than a dagger. I think masterstrike seems overpowered as it is that it doubles damage for an attack -and every AoO that round- Especially since the class is set up to give attacks of opportunity. At 7th level when the CoJ gets Masterstrike 1/round (1/round?!?!) you give up 1 iterative attack (bab +7/+2) to get 1 attack at +7 that does double damage, plus potentially at least 3 attacks of opportunity, also with double damage. At level 16, you go from 4 attacks to 2 + at least 5 AoO all at *2 damage, or 1 attack+5 AoO at *3 damage. It's like autocritting every time you hit. every round. Masterstrike should to be limited to a per day thing, or at most a per encounter thing to put it more on par with like a paladin's smite ability. That or it's really unclearly worded. However, on the armor mastery, shouldn't the CoJ gain medium armor mastery at one level and heavy armor mastery at a later level. That's how other classes (like knight) seem to do it. Also though, based on the description, since the CoJ isn't meant to be a master of any style (as explicitly said in the proficiencies section), does armor mastery make sense? The later armor mastery gets this same comment. The deflection bonus might make sense to just do one stat, wis or str or a flat per level based armor bonus (like nat armor for the description) Dance of steel's kind of confusingly worded. All that said, it's not unsalvageable, but does need some editting for clarification and perhaps playtesting. It's probably not something I'd allow in one of my games. Is there a reason it exists and not just knight, paladin (incl. alternate, non casting paladin), or a specialised fighter or rogue? |
| philippe willaume02-21-08, 07:28 AM | I really have to say that I think a class called "Champion of Justice" shouldn't really allow chaotic alignments if it intends to have a restricted alignment. I know there's sort of the holy liberator fighting against oppressive law, but LG can oppose LE just as easily, and much more though the cause of justice. If the CoJ is bound by honor and justice and all that jazz, it is a code of conduct and that's sort of innately lawful, but as is the concept of justice it seems. CG seems like it's just kinda thrown in. and if CG, why not CN or NG? It kind seems a bit of a slippery slope. Other than that, I think the language thing is in the right vein, it reminds me a lot of Marshal in that respect. Have you considered making speak language a class skill? (nevermind, just noticed it is)? Thank for taking the time. I see your point and CG is here because upholding the law may be different from doing what is right and to do what is right you may have to break the law or bend it drastically, for some that is chaotic. But it boils down to what we think alignments are. Other than that, I will admit, I did not really understand the class abilities section so I'm not going to comment on that ^^; seems very AoO and defensive fighting based? I think the term "iterative attacks" is kind of confusing. I guess I've just not heard the normal attacks referred to in that way. The Open Hand Encounter at level 4 seems way over balanced, essentially you're giving the character improved sunder, improved trip, and improved unarmed strike with the bonus of getting a free AoA all at one level. It would maybe be a lot better if these were spread out as the character levelled. ? I am confused For some reason I dropped the first sentence of open hand counter. It should have read When the CoJ uses an AoA and only when the CoJ uses an AoO (there is no free AoO I think the half swording needs to be reworded. Essentially it reads that you can use an arrow or a dagger like a spear and do the damage of a spear rather than a dagger. ? :D i did not tought of that, I will change that I think masterstrike seems overpowered as it is that it doubles damage for an attack -and every AoO that round- Especially since the class is set up to give attacks of opportunity. At 7th level when the CoJ gets Masterstrike 1/round (1/round?!?!) you give up 1 iterative attack (bab +7/+2) to get 1 attack at +7 that does double damage, plus potentially at least 3 attacks of opportunity, also with double damage. that is straight from PHBII... At level 16, you go from 4 attacks to 2 + at least 5 AoO all at *2 damage, or 1 attack+5 AoO at *3 damage. It's like autocritting every time you hit. every round. Masterstrike should to be limited to a per day thing, or at most a per encounter thing to put it more on par with like a paladin's smite ability. That or it's really unclearly worded. Well Originally we used to add 1D6+strength bonus per iterative attack you do not take scarified So If you have 2 iterative attacks it gives you 1d6+strength bonus if you if you have 4 iterative attacks and you use a master haw that gives you a +3d6 +3*strength if you hit. We just replaced it by and official feat. That being said I copied the wrong level 16th. (That should have the ability to use and AoO when someone attacks allies adjacent of you when you are using master strike. That was an early attempt to try to get a straight damage dealer on the part with caster classes. For the record, it does make the combat at that level more like what you experience 5-8th level, which seems to be the sweet spot. But it does not really work: You can expect and output of 3* 2d6+10 on average 48 and 66 max hit. The massive damage saves is a doodle at that level and even though theoretically that a one strike kill against a mage. In pratice you can rarely deliver it and there is always some effect lessen its effect but it does feel good after having survived the prismatic sphere. However, on the armor mastery, shouldn't the CoJ gain medium armor mastery at one level and heavy armor mastery at a later level. That's how other classes (like knight) seem to do it. Also though, based on the description, since the CoJ isn't meant to be a master of any style (as explicitly said in the proficiencies section), does armor mastery make sense? The later armor mastery gets this same comment. ? the concept of the class is based on optimising body movement but it can be changed to match the knight The deflection bonus might make sense to just do one stat, wis or str or a flat per level based armor bonus (like nat armor for the description)? originally it was a straight average of strengh and wisodm. we used and average because it caps the bonus and to show that it based on how you stand as much as what you feel from your oppoenet. I really do not like bonus comming all at once, it should be a gradual thing. Dance of steel's kind of confusingly worded. All that said, it's not unsalvageable, but does need some editting for clarification and perhaps playtesting. It's probably not something I'd allow in one of my games. Is there a reason it exists and not just knight, paladin (incl. alternate, non casting paladin), or a specialised fighter or rogue? It has been play tested and we found it worked reasonably well, the idea behind it was to create something that was as close a possible to medieval manuscript. Basically that is pretty much what I though a warrior/martial artist/fighting monk should look like. I give more option tactical option than the fighter/knight/paladin. AoO are a great way to control opponent movement and still give a chance to do something. (it is not impossible to tumble through using mobility) And if the opponent does not do something to create them, you can not use them. |