Walker of the Way [Archive] - Wizards Community

Post/Author/DateTimePost
enygmatic_me

02-24-07, 03:40 PM
"Doubt, fear, regret, indecisions, all of this and more accomplishes nothing but to distract you from purpose. Purity of motion is action without thought. A mind void of doubt will allow one to act as they should at the moment that action matters most. Clear your mind and know without knowing and then you shall achieve perfection in action."
--Phoenius Col, Master of the Way

A Walker of the Way looks to achieve a focus in their intent that allows them gain a level of control not seen in other combatants. The Walker of the Way knows that acting first and being ready to act first is two separate things and that acting first can lead to unnecessarily rash and risky behavior. Through studying these philosophies the Walker of the Way looks to always be ready, but to only act when action is most important.

Prerequisites:
BAB: +4
Feats: Combat Reflexes, Dodge, Improved Initiative, Quick Draw
Skills: Concentration 6 ranks OR Sense Motive 6 ranks
Special:

Level BAB F R W Special
1st +1 +0 +2 +2 Empty Way
2nd +2 +0 +3 +3 Uncanny Dodge
3rd +3 +1 +3 +3 Defensive Way
4th +4 +1 +4 +4 Defensive Roll
5th +5 +1 +4 +4 Intercepting Way

HD: d10
Class Skills Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
-Skill Points per Level 4 + Intelligence modifier
Class Features:
Weapons and Armor The Walker of the Way gains no proficiency in weapons or armor.

Empty Way (Ex): By learning to cleanse their minds of distractions and doubt a Walker of the Way may react more quickly. The Walker of the Way gains a bonus to initiative equal to their class level.

Uncanny Dodge (Ex): The uncluttered mind of the Walker of the Way now allows them to react to dangers before their senses would normally allow them to. The Walker of the Way retains their dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However they still lose their dexterity bonus to AC if immobilized.

If the walker of the way already has Uncanny Dodge from a different class they gain Improved Uncanny Dodge instead. If the character already has Improved Uncanny Dodge they way take an feat they already meet the requirements for.[/SBLOCK]

Defensive Way (Ex): At the beginning of combat the Walker of the Way may chose to reduce the result of their initiative roll. This reduction must be enough to make them react after at least one opponent that they would otherwise act before. The Walker of the Way gains a +1 dodge bonus to AC for every three points of reduction to their initiative result up to a maximum of +5 for the remainder of the combat.

EXAMPLE: Timnys acts at 23 in the initiative order, the rest of his party acts at 19, 17, and 8. The Ogres the party is facing act at 18, 13, and 10. Timnys would need to reduce his place in the order to 17 (one lower than the quickest ogre) minimum to use this class feature. For doing so Timnys would gain a +2 dodge bonus to AC for the remainder of the combat.

Defensive Roll (Ex): The Walker of the Way can roll with a potentially lethal blow to take less damage from it than they otherwise would. Once per day, when they would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Walker of the Way can attempt to roll with the damage. To use this ability, the Walker of the Way must attempt a reflex saving throw (DC = damage dealt). If the save succeeds, they takes only half damage from the blow; if it fails, they takes full damage. The Walker of the Way must be aware of the attack and able to react to it in order to execute their defensive roll—if they are denied their Dexterity bonus to AC, they can’t use this ability. If the Walker of the Way has the Evasion class feature from a different class it would not apply to defensive roll as this effect would not normally allow a character to make a Reflex save for half damage.

Intercepting Way (Ex): Anytime the Walker of the Way is attacked during a round, before they take their normal actions, they may make a single attack against their attacker. If this attack hits and deals damage their attacker must make a Fortitude save (DC=10+Damage Dealt) or be unable to take any action for the remainder of the round. This attack counts against the normal amount of attacks of opportunity the character may make per round.
enygmatic_me

02-24-07, 03:41 PM
Not 100% on the PrC prerequisites.
Xaxor

02-24-07, 11:29 PM
Interesting, but it seems a little weak to be honest.

Intercepting Way isn't very clear to me. Does the special attack occur every time someone attacks them before they act in a round? It's kind of a waste considering how many times that can occur. The class can't be taken by straight Fighters until 13th, so the class would finish at 18th. I don't think it's worth the trouble when looking at it that way. You might want to lower the requirements to 5 ranks of Sense Motive. And a Deflection bonus? Who doesn't have a Ring of Protection by then? It probably would be better as a competence bonus. Or maybe just make it a bonus based on the number of AOO's made in a round. That might be too weak though.

Empty Way would be better stated as giving a +1 bonus to initiative at 1st, a +2 at 3rd, and a +3 at 5th. As it's written, it isn't clear that it stacks, as I am sure you intended.

Five levels is fine though, I don't think you could stretch it to ten.
enygmatic_me

02-25-07, 12:11 AM
Interesting, but it seems a little weak to be honest.

Intercepting Way isn't very clear to me. Does the special attack occur every time someone attacks them before they act in a round? It's kind of a waste considering how many times that can occur. The class can't be taken by straight Fighters until 13th, so the class would finish at 18th. I don't think it's worth the trouble when looking at it that way. You might want to lower the requirements to 5 ranks of Sense Motive. And a Deflection bonus? Who doesn't have a Ring of Protection by then? It probably would be better as a competence bonus. Or maybe just make it a bonus based on the number of AOO's made in a round. That might be too weak though.

Empty Way would be better stated as giving a +1 bonus to initiative at 1st, a +2 at 3rd, and a +3 at 5th. As it's written, it isn't clear that it stacks, as I am sure you intended.

Five levels is fine though, I don't think you could stretch it to ten.

Thanks for the input. I have made changes to the prerequisites and to how Intercepting Way works. I have reworded Empty Way to clarify how the initiative bonuses stack.
enygmatic_me

02-26-07, 12:55 AM
Made changes to the "Empty Way" class feature.
enygmatic_me

02-26-07, 04:29 PM
Made a minor change to Uncanny Dodge to allow for characters that may already have Uncanny Dodge and Improved Uncanny Dodge to not have an effectively dead level if they take this PrC.
Xaxor

02-26-07, 08:12 PM
You could flip the second level and third level special abilities, so there really isn't a dead level, even if someone taking the class already has Improved Uncanny Dodge. This class looks like it would be taken as soon as possible, but that's just me.
enygmatic_me

02-26-07, 10:24 PM
I think I am going to leave it as is. I don't think that letting them take a feat is that powerful if they already have both Uncanny Dodge and Improved Uncanny Dodge.
daievo073

03-03-07, 10:17 PM
it seems a bit counterintuitive for for there to be an Improved Initiative feat as a prereq if that's only going to be substituted for Defensive Way later on.

otherwise, i like the class a lot. thanks for posting it.
enygmatic_me

03-04-07, 04:03 AM
it seems a bit counterintuitive for for there to be an Improved Initiative feat as a prereq if that's only going to be substituted for Defensive Way later on.

Not sure if I would call it counterintuitive. Odd maybe. The better your initiative bonus the easier it is to take advantage of the Defensive Way. A straight fighter that may be interested in this class can meet those feat requirements rather easy, but will find meeting the skill requirements difficult. Most other classes will find meeting the skill requirements rather easy, but will have to wait on the feats.

Unless I am missing something, which is not uncommon, a straight fighter would need to 6th level to get to this PrC and everyone else will have to be at least 9th.

The idea has also occurred to me that a character that eventually ended up taking the quick reconnoiter and blooded feats should be able to maximum advantage for minimum reduction in the order of action.

With an 18 dexterity and all three feats a 5th level Walker of the Way has an initiative modifier of +17.

An opponent with the same dex, but none of those feats only gets the +4.

Average rolls of 10 the one with all the feats goes at 27 the other goes at 14.

The Walker of the Way in this situation could easily afford to go down to a modified initiative result of 12 and gain the full +5 dodge bonus to AC. It's a little feat intensive and definitely benefits a fighter build more than most, but that is a good thing in my opinion.

otherwise, i like the class a lot. thanks for posting it.

Thanks for the comments. The class is very loosely based on the basic principle of Jeet Kune Do.
enygmatic_me

03-12-07, 01:53 AM
I am thinking that I might just drop Uncanny Dodge and Defensive Roll. Instead of replacing the abilities I was also thinking of just dropping this to a 3 level PrC.

Opinions?
Xaxor

03-12-07, 02:47 PM
I'd keep it the way it is already.
enygmatic_me

03-12-07, 08:45 PM
I'd keep it the way it is already.

That's one vote for leaving it as is. Any other opinions on this out there?