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| Rhyvurg02-12-08, 03:16 AM | Okay, I admit right off the War Hulk was my inspiration for this class. It retains a little of that class's abilities, but is geared towards Medium creatures. Tell me what you think. Also, I could use a name for it. :( The feat at the bottom is a prereq for the class, and also my creation. Heavy melee. Prerquisites: Base Attack Bonus: +10 Feats: Power Attack, Cleave, Blasting Strike, Brutal Throw Class Skills: Climb, Intimidate, Jump, Swim, Concentration Skill points at each level: 2+ Int modifier BAB- 3/4 Saves- Good Fort, poor Will/Reflex HD- d12 Class features: Code of Conduct- If a Heavy Melee attepts to use any ranged weapon other than a thrown weapon, he immediately loses all class features. He may also not utilize any spells, spell-like abilities, or psionic powers. Mighty Thews- At first level, and every level thereafter, Heavy Melee gains a cumulative +1 to his Str score. This bonus is lost if the Heavy Melee breaks his code. Shrug Off- At first level, a Heavy Melee gains a pool of temporary Hit Points equa to his class levelx2. These hit points are lost first, and regenerate at a rate of 1/2 class level every round. This pool increases to levelx3 at 5th level and levelx4 and regen equal to Heavy Melee level at 10th level. The Blade's That Wide For A Reason- At 2nd level, when weilding a two-handed weapon, a Heavy Melee gains a +2 sheild bonus to AC Mighty Swing- At 3rd level, a Heavy Melee can make a single attack that targets two adjacent squares. This applies to Cleave attacks as well, meaning if both targets are killed the Heavy Melee can attack two other adjacent taegets. Focused Mind- When a Heavy melee is in combat, he suffers no distractions. At 3rd level, in any round when a Heavy Melee makes a melee attack, he gains a +4 bonus to his Will save against mind affecting spells and effects. This bonus increases to +8 at 9th level. Beat Back- At 5th level, when a Heavy Melee deals damage with a melee weapon in the same round he uses his Power Attack feat, the target must make an opposed Str check to be the target of a Bull Rush effect with a bunus equal to the Heave Melee's base attack bonus. Take It On The Armor- At 7th level, a Heavy Melee adds his armor bonus to his Shrug Off hit points. At 10th level, he adds twice his armor bonus. Combat Mastery- By 8th level, a Heavy Melee has had years of experience fighting large groups. He is used to attacking many foes at once, as well as landing repeated blows on a single enemy. A Heavy Melee's iterative attacks suffer a -3 penalty insyead of -5. For example, a Heavy melee has a base attack bonus of +16/+11/+6/+5 at 7th level. Upon gaining this ability at 8th level, it becomes +16/+13/+10/+7. Explosive Strike- At 10th level, a Heavy Melee can use his Power Attack feat to attack a large area. This is a full round action, that does not provoke an attack of opprotunity. This attack affects a 10-foot square directly in front of the Heavy Melee, and the Beat Back ability appies to anyone hit, with a +4 bonus. Any creature in this area does not benefit from cover or it's sheild bonus to AC. Anything successfuly Bull Rushed by this attack is knocked prone at the end of their movement. ======================================== ================== Blasting Strike Feat: Prereqs: BAB+10, fighter level 10 Whenever you make a melee attack, the target must make a DC 10+BAB+Str bonus Fortitude save or be pushed back 5 feet. |
| Legdiwena02-12-08, 06:20 PM | Isn't part of PrC supposed be not restricting them to a specific class? |
| heavenisme02-14-08, 07:22 AM | Ok my friend here would like to use this for a game we are playing. . . . Would any of you seriously look at the class and tell us what you think of it, balanced, broken, what would you change or suggest? The DM would like some feedback on it. Thanks |
| Legdiwena02-14-08, 11:47 AM | Heavy melee. Prerquisites: Base Attack Bonus: +10 Feats: Power Attack, Cleave, Blasting Strike, Brutal Throw Class Skills: Climb, Intimidate, Jump, Swim, Concentration Skill points at each level: 2+ Int modifier BAB- 3/4 Saves- Good Fort, poor Will/Reflex HD- d12 Class features: Code of Conduct- If a Heavy Melee attepts to use any ranged weapon other than a thrown weapon, he immediately loses all class features. He may also not utilize any spells, spell-like abilities, or psionic powers. Mighty Thews- At first level, and every level thereafter, Heavy Melee gains a cumulative +1 to his Str score. This bonus is lost if the Heavy Melee breaks his code. Shrug Off- At first level, a Heavy Melee gains a pool of temporary Hit Points equa to his class levelx2. These hit points are lost first, and regenerate at a rate of 1/2 class level every round. This pool increases to levelx3 at 5th level and levelx4 and regen equal to Heavy Melee level at 10th level. Take It On The Armor- At 7th level, a Heavy Melee adds his armor bonus to his Shrug Off hit points. At 10th level, he adds twice his armor bonus. So combined with Take it on the Armor, he could have 50+ temporary hitpoints and fast healing 10 at lvl 10? Seems a mite unbalanced. The Blade's That Wide For A Reason- At 2nd level, when weilding a two-handed weapon, a Heavy Melee gains a +2 sheild bonus to AC Should be +1 or +2 if fighting defensively/total defense action. Compare to Two Weapon Defense. (http://www.d20srd.org/srd/feats.htm#twoWeaponDefense) Mighty Swing- At 3rd level, a Heavy Melee can make a single attack that targets two adjacent squares. This applies to Cleave attacks as well, meaning if both targets are killed the Heavy Melee can attack two other adjacent taegets. Could just give Whirlwind Attack as a bonus feat. Focused Mind- When a Heavy melee is in combat, he suffers no distractions. At 3rd level, in any round when a Heavy Melee makes a melee attack, he gains a +4 bonus to his Will save against mind affecting spells and effects. This bonus increases to +8 at 9th level. Might wanna scale the bonus down a little. Beat Back- At 5th level, when a Heavy Melee deals damage with a melee weapon in the same round he uses his Power Attack feat, the target must make an opposed Str check to be the target of a Bull Rush effect with a bunus equal to the Heave Melee's base attack bonus. Assuming this doesn't work in a round if you have already used your move action. Combat Mastery- By 8th level, a Heavy Melee has had years of experience fighting large groups. He is used to attacking many foes at once, as well as landing repeated blows on a single enemy. A Heavy Melee's iterative attacks suffer a -3 penalty insyead of -5. For example, a Heavy melee has a base attack bonus of +16/+11/+6/+1 at 7th level. Upon gaining this ability at 8th level, it becomes +16/+13/+10/+7. Fixed Explosive Strike- At 10th level, a Heavy Melee can use his Power Attack feat to attack a large area. This is a full round action, that does not provoke an attack of opprotunity. This attack affects a 10-foot square directly in front of the Heavy Melee, and the Beat Back ability appies to anyone hit, with a +4 bonus. Any creature in this area does not benefit from cover or it's sheild bonus to AC. Anything successfuly Bull Rushed by this attack is knocked prone at the end of their movement.[/quote] Why should this negaste cover or shield bonus? Blasting Strike Feat: Prereqs: BAB+10, fighter level 10 Whenever you make a melee attack, the target must make a DC 10+BAB+Str bonus Fortitude save or be pushed back 5 feet. This seems strange, constantly knocking foe's out of range of your attacks. |
| Rhyvurg02-15-08, 08:59 PM | Okay, I don't have the time ATM to do the multiquote thing, so I'll do without. Shrug Off/Take It On The Armor: At level 20, which is when you get those 50+ temp HP that regen at 10 a round, that's not a big deal. Beasties at that level can easily do more than that. Plus, all it will do is take the first hit or two before it's depleted. Then it's just Fast Healing that doesn't heal all your HP. The Blade's That Wide For A Reason: This ability reflects the fact your character is weilding a big weapon. And putting a big item between you and what's trying to hurt you provides protection. The flat of a greataxe blade is of comparable size to a buckler, so why shouldn't it be able to block a little? Mighty Swing: This is an exact copy of the War Mind's Sweeping Strike feature. It's not an inherently Psionic ability, and fits the flavor of the class. Focused Mind: +8 at level 20, for a class with a poor base Will save and probably a low Wisdom score? Not unbalanced. And it only works when you make a melee attack. If you're not in melee, it does nothing for you. Beat Back: No, it still works. You can charge, Power Attack, and push the enemy back. Combine with a spiked chain and Hold the Line, and you can charge every round and keep the enemy away from casters and such. Explosive Strike: This represents an overhand smash onto the ground that blasts the enemy back from the point of impact. It's essentially like a fireball. A sheild can't protect you from an explosion, since it doesn't cover the whole body and is still pushed back anyways. Blasting Strike: This feat is a prelude to some of the class abilities, and can be used to keep an enemy away from an ally or get them into a trap or off a ledge. |
| Roam702-16-08, 04:08 PM | I think it's a little OP. And don't say PEACH if you're going to try to disprove the the input you get back. |
| serow_#R02-17-08, 09:41 AM | Class Skills: I'd suggest giving back the Fighter class skill list. Mighty Thews: If this must be here, as the War Hulk was your inspiration, I'd suggest dropping the class BAB to 1/2. Shrug Off- I'd suggest maintaining the temporary HP gain at a constant of class level x5, and retaining the Regen at 1/2 class level. Focused Mind- I understand your need to cover a class' weakness. But again, high gain at high cost. How about a permanent bonus equal to half-class level instead? If you're stuck on that gain-only-when-you-attack thing, please make it a morale bonus. And push this up to level 4. Beat Back- I'm reading this as the target gets the bonus equal to the HM's BAB. Otherwise, a bonus equal to class level is about the highest this should go. Take It On The Armor- I don't know, it just feels strange. Maybe DR 2/-, then DR 4/- might be a simpler way of putting it. Combat Mastery- A little strange. A simpler way of putting it might be an extra attack at your highest BAB whenever you perform a full attack. Level 9 class feature: Perhaps now is the time to up the Shield bonus to +4. Blasting Strike Feat: I'd suggest dropping the DC to 10 + Half character level + Str modifier. This follows other more conventional scaling DCs as presented in the game. |