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| Nox_Noctis09-03-07, 07:44 PM | Psionic Reaver The psionic reaver focuses on improving his or her unrivaled precision and skill with a single, chosen weapon. They have found ways to tap into deeper pools of power in psionic weapons, bringing their true power to the foreground. In addition to this special connection with psionic weapons, psionic reavers can also awaken immense fountains of power within themselves which aid them in battle. This class was created using the Class Construction System, which can be found by Google'ing the, “Class Construction System,” or by Google'ing, “Class Construction Engine.” Thoughts and opinions are welcome and appreciated. Psionic Reaver Psionic reavers have the following game statistics. Alignment - Any Hit Die - d10. Class Skills The psionic reaver's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope(Dex). Skill Points at 1st Level - (6 + Int modifier) x4. Skill Points at Each Additional Level - 6 + Int modifier. Lvl BAB F R W Features 1 1 0 2 2 Proficiency with chosen weapon, Wild Talent 2 2 0 3 3 Weapon Focus(chosen weapon) 3 3 1 3 3 Font of Power 4 4 1 4 4 Dodge, Unerring Strike 5 5 1 4 4 Power Critical 6 6 2 5 5 7 7 2 5 5 Unwavering Guard +1 8 8 2 6 6 Improved Unerring Strike 9 9 3 6 6 Greater Weapon Focus(chosen weapon) 10 10 3 7 7 Unwavering Guard +2 11 11 3 7 7 Psi Critical 12 12 4 8 8 13 13 4 8 8 Unwavering Guard +3 14 14 4 9 9 Crystal Power 15 15 5 9 9 Limitless Unerring Strike 16 16 5 10 10 Unwavering Guard +4 17 17 5 10 10 Improved Psi Critical 18 18 6 11 11 Tempered Will 19 19 6 11 11 Unwavering Guard +5 20 20 6 12 12 Enhanced Crystal Power, True Critical Class Features All of the following are class features of the psionic reaver. Weapon and Armor Proficiency A psionic reaver is proficient with all simple weapons, with a chosen martial or exotic weapon of his or her choice(the chosen weapon), and light armor. Wild Talent A psionic reaver gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic powers he or she needs to use his or her psychic abilities if he or she has no power points otherwise.) Weapon Focus At 2nd level, a psionic reaver gains Weapon Focus(chosen weapon) as a bonus feat. Font of Power (Su) At 3rd level, a psionic reaver gains a bonus equal to his or her Intelligence bonus (if any) on all saving throws. Dodge At 4th level, a psionic reaver gains Dodge as a bonus feat. Unerring Strike (Ex) At 4th level, a psionic reaver's attacks ignore the effects of light fortification. At 8th level, this bonus applies to light and moderate fortification, and at 15th level, it applies to all types of fortification. Unwavering Guard (Ex) At 7th level, a psionic reaver gains a +1 dodge bonus to AC. This bonus increases by +1 every three levels thereafter. Greater Weapon Focus At 9th level, a psionic reaver gains Greater Weapon Focus(chosen weapon) as a bonus feat. Psi Critical (Su) You gain the Improved Critical(chosen weapon) feat for free. If you already possess this feat, add an additional +2 to your chosen weapon's threat range for critical hits. This bonus only applies to psionic weapons of the chosen type. Crystal Power (Su) Your critical threat range with your chosen weapon doubles. This effect stacks with the bonus granted by the Improved Critical feat, but not with the Keen ability. This bonus only applies to psionic weapons of the chosen type. Improved Psi Critical (Su) Add an additional +2 to your chosen weapon's threat range for critical hits. This bonus stacks with the bonus granted by Psi Critical. This bonus only applies to psionic weapons of the chosen type. Tempered Will (Ex) At 18th level, a psionic reaver adds his or her base Will save to its attack rolls. Enhanced Crystal Power (Su) Your critical threat range with your chosen weapon triples. This effect stacks with the bonus granted by the Improved Critical feat, but not with the Keen ability. This bonus only applies to psionic weapons of the chosen type. True Critical (Ex) At 20th level,a psionic reaver gains a +20 bonus to confirm a threatened critical with his or her chosen weapon. This bonus stacks with the bonus granted by Power Critical. Class Construction System Methodology Custom Class: Psionic Reaver Hit Dice: d10 CP: 30 Weapon Proficiency: Simple, +1 Martial or Exotic CP: 11 Armor Proficiency: Light CP: 10 Class Skills: Autohypnosis, Balance, Climb, Concentration, Escape Artist, Hide, Jump, Listen, Move Silently, Perform, Search, Sleight of Hand, Spot, Swim, Tumble, Use Rope CP: 16 Skill Points per Level: 6 CP: 51 Attack Progression: High CP: 25 Save Progression: 2 High(Reflex, Will) CP: 12 Subtotal CP: 155 Special Abilities: 1-5: (x4) Wild Talent: 2(Power) Weapon Focus: 1(Normal) Font of Power: 1(Normal) Dodge: 1(Normal) Power Critical: 1(Normal) Unerring Strike: 2(Power) Subtotal: 8 Multiplied Subtotal: 32 6-10: (x2) Unwavering Guard +1: 1(Normal) Greater Weapon Focus: 1(Normal) Unwavering Guard +2: 1(Normal) Improved Unerring Strike: 2(Power) Subtotal: 5 Multiplied Subtotal: 10 11-20: (x1) Psi Critical: 2(Power) Unwavering Guard +3: 1(Normal) Crystal Power: 2(Power) Limitless Unerring Strike: 2(Power) Unwavering Guard +4: 1(Normal) Improved Psi Critical: 2(Power) Tempered Will: 2(Power) Unwavering Guard +5: 1(Normal) Enhanced Crystal Power: 2(Power) True Critical: 2(Power) Subtotal: 17 Multiplied Subtotal: 17 Special Abilities Total: 59 Total CP: 214 Variance: -1 |
| Vulcanus09-03-07, 08:44 PM | Its a class alright. |
| Nox_Noctis09-04-07, 01:13 AM | Haha, thanks, Vulcanus. :P Your sarcasm is enjoyable. Anyway, I posted this on another site and received some feedback(aka 1 post). I'm going to post that quote and my response so that we can get the ball rolling, hopefully, on making this a well-oiled machine. The critical hit capability of this class seems a bit much, in my opinion. Or, let me say that it appears ripe for abuse. A psionic heavy pick in the hands of this character would critical hit nearly half the time and confirmation seems more or less guaranteed for 4xdamage. Pick 20x4 add Improved Critical = 19-20 add Psi-Critical = 17-20 add Crystal Power = 16-20 add Improved Psi-Critical = 14-20 add Enhanced Crystal Power = 13-20 And that's a weapon that starts at a 20 for critical threats. With this sytem, a rapier would critical on a 5 or higher? Is that right? Rapier 17-20 add Improved Critical = 15-20 add Psi-Critical = 13-20 add Crystal Power = 10-20 add Improved Psi-Critical = 8-20 add Enhanced Crystal Power = 5-20 That seems out of whack. I know the class is built to be a critical hitting machine, but there has to be some balance. I am aware of the critical threat ranges(particularly of the rapier's which I used as my theoretical test, since it has the largest range). Thank you, this is exactly why I asked for feedback. While other builds can achieve this(I've seen a build that accomplishes this without using this class1)a constraint[/B], and 2)a new flavor for this. Also, this strips away some of the other bonuses of those classes and adds different ones. 1) What do I mean by adding a constraint? This class is forced into aiming for critical hits. It doesn't have spellcasting capabilities, it doesn't inherently have a great damage output(no sneak attack or the like), it doesn't heal, and it doesn't get a choice of bonus feats. It is a critical-machine, but with no real leeway for anything else outside of the feats any character gets with levels(especially considering you have to stay with the class for a while to reap these benefits). In addition to being cornered into this, it is ineffective against creatures without fortification that are immune to critical hits. Such creatures render the class useless, only allowing it to make regular attacks, and nothing else. The same could be said for rogues, however, so I do not count this as a major restriction, even though it can render the Psionic Reaver all but helpless in some situations. While the class is psionic, it does not have psionic powers, or any feats to take advantage of its psionic focus. The psionic capability is merely to tap into the hidden potential of these psionic weapons. Also, you must have a psionic weapon. If you go adventuring and don't find a psionic weapon(you find regular or magic ones instead), most of your abilities are dead weight. This also can mean giving up many magical bonuses that activate on criticals that would work with other builds simply because you need a psionic weapon. This is perhaps the weakest drawback, in my opinion. The last, and perhaps most compelling, in my opinion, is that you really don't get much to start off. You get Wild Talent and a proficiency. After that you get weapon focus. You don't even get Font of Power until level 3(whereas a Paladin can get Divine Grace at level 2 and has other uses for Cha, whereas a Psionic Reaver does not need its Int very much otherwise). You can't even really manipulate your critical range(excluding taking the Improved Critical feat at level 9, but anyone can do that) until level 11. This also prevents dipping to gain major benefits of the class. You can certainly leave the class with some benefits, but you have to stick with it for the best of them. My main concern in all of this was actually(or, "of course") the feat Power Attack. The critical range in conjunction with that feat is really my only major fear for the balance of this class. If I hear enough concerns, I may consider errata'ing the class' abilities that expand your threat range to not work in conjunction with Power Attack. I will probably lower the power slightly in one way or another, however, and am considering using a d8 as part of that correction. By making the class less durable, it makes a greater conflict of interests in melee combat. Saying that, I realized one fairly obvious flaw that I didn't notice earlier, which is that I allow these bonuses to apply to ranged weapons. I will probably change the chosen weapon proficiency to apply only to a melee weapon, and all other relevant abilities in a likewise manner. In addition to those restrictions, an alignment restriction(Lawful) may be in order for flavor reasons, even if I balance this class in another manner[Power Attack errata or otherwise], simply because a Psionic Reaver has to be highly disciplined and stable/in-tune in order to master the art. 2) The flavor, of course is a combat specialist who becomes so in-tune(physically and mentally) with their favored weapon that they can learn its hidden secrets and use them with maximum effectiveness. To quote myself, "The psionic reaver focuses on improving his or her unrivaled precision and skill with a single, chosen weapon. They have found ways to tap into deeper pools of power in psionic weapons, bringing their true power to the foreground. In addition to this special connection with psionic weapons, psionic reavers can also awaken immense fountains of power within themselves which aid them in battle." To summarize, here are some ideas for fixes: -d8 hit die -Lawful alignment -disallow Power Attack in conjunction with Psi-Critical and the like -remove ranged weapons from selectable proficiency Opinions on these ideas to fix it, on the class itself(for newcomers to the thread), and on the Class Construction System(which was used to make this, but may be unbalanced as this is 214/215 but may actually be overpowered) are all appreciated. EDIT: I also pointed out that the Disciple of Dispater class with Improved Critical alone can reach 9-20(60%) criticals with a rapier/scimitar/other weapon with a default 17-20 range. EDIT 2: Okay, I looked over the class thoroughly, and it's a good thing I did. There are a few things I wanted to change immediately. I'm changing True Critical from +20 to an amount equal to one's base Will save(12), and it overlaps Power Critical instead of stacking. I know that isn't much, but it's something. The bonus at level 20 is now 12 instead of 24 as a result, which is at least a slight improvement toward balance in my mind. Also, because Epic saves are separate from Base saves, this is not going to expand to mythic proportions with levels. It will remain at +12. I also want to remove Greater Weapon Focus, because, although it contributes to the specialist idea, I wanted the specialization with weapons to be of a more psionic/communal nature. Weapon Focus(the normal version) should be enough to indicate the physical prowess, leaving room for the psionic connection to be further emphasized(with less competing/cluttering material to distract from it). I definitely want to make the chosen weapon melee-only. The idea was to create a frontline fighter, not a deadly sniper(and, yes, bows get ridiculous with criticals). Besides, I feel that criticals shouldn't be as easy to accomplish with ranged weapons flavorfully anyway(and it is supported by low critical ranges on ranged weapons). When you're standing 100 ft. away, you shouldn't have "unrivaled"(Psionic Reaver description) precision, even if you're skilled. The alternative to this(melee-only) is giving the class an ability like the Mind Blade from the Soulknife class(without the throwing, Knife to the Soul, etc., and not as a short sword), but I feel that even if it were a different type of weapon, it would infringe too much on the other class' territory. I'm also thinking about condensing the class skill list a little bit, and I'm debating reducing the skill points per level from 6 to 4, but that may be unnecessary. Tempered Will needs a fix, and I'm not sure what I was thinking when I made that ability. It's a massive attack bonus as is(+12 at 20th level). Removing Power Attack compatibility actually makes perfect sense as well because these warriors are meant to be calm and focused, making surgical strikes rather than reckless blows(hence the move silently, hide, etc. as class skills and the Wisdom/Int focus which is contrary to the more aggressive melee types; this was also the reason I think I should make it a Lawful-only, or at least non-Chaotic class[and lose abilities if it ever becomes Chaotic because it does not have the proper focus any longer].). EDIT 3: I'm tempted to restrict the chosen weapon to one-handed and light weapons only as well, because it is much more difficult to wield a heavier, larger weapon with the same exactness of precision. Revised Class: These changes are [U]far from complete. Psionic Reaver The psionic reaver focuses on improving his or her unrivaled precision and skill with a single, chosen weapon. They have found ways to tap into deeper pools of power in psionic weapons, bringing their true power to the foreground. In addition to this special connection with psionic weapons, psionic reavers can also awaken immense fountains of power within themselves which aid them in battle. This class was created using the Class Construction System, which can be found by Google'ing the, “Class Construction System,” or by Google'ing, “Class Construction Engine.” Psionic Reaver Psionic reavers have the following game statistics. Alignment - non-Chaotic Hit Die - d10. Class Skills The psionic reaver's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), and Tumble (Dex). Skill Points at 1st Level - (6 + Int modifier) x4. Skill Points at Each Additional Level - 6 + Int modifier. Lvl BAB F R W Features 1 1 0 2 2 Proficiency with chosen weapon, Wild Talent 2 2 0 3 3 Weapon Focus(chosen weapon) 3 3 1 3 3 Font of Power 4 4 1 4 4 Dodge, Unerring Strike 5 5 1 4 4 Power Critical 6 6 2 5 5 7 7 2 5 5 Unwavering Guard +1 8 8 2 6 6 Improved Unerring Strike 9 9 3 6 6 10 10 3 7 7 Unwavering Guard +2 11 11 3 7 7 Psi Critical 12 12 4 8 8 13 13 4 8 8 Unwavering Guard +3 14 14 4 9 9 Crystal Power 15 15 5 9 9 Limitless Unerring Strike 16 16 5 10 10 Unwavering Guard +4 17 17 5 10 10 Improved Psi Critical 18 18 6 11 11 Tempered Will 19 19 6 11 11 Unwavering Guard +5 20 20 6 12 12 Enhanced Crystal Power, True Critical Class Features All of the following are class features of the psionic reaver. Weapon and Armor Proficiency A psionic reaver is proficient with all simple weapons, and with a chosen one-handed or light melee martial or exotic weapon of his or her choice(the chosen weapon). Psionic reavers are proficient with light armor, but not with shields. Wild Talent A psionic reaver gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic powers he or she needs to use his or her psychic abilities if he or she has no power points otherwise.) Weapon Focus At 2nd level, a psionic reaver gains Weapon Focus(chosen weapon) as a bonus feat. Font of Power (Su) At 3rd level, a psionic reaver gains a bonus equal to his or her Intelligence bonus (if any) on all saving throws. Dodge At 4th level, a psionic reaver gains Dodge as a bonus feat. Unerring Strike (Ex) At 4th level, a psionic reaver's attacks ignore the effects of light fortification. At 8th level, this bonus applies to light and moderate fortification, and at 15th level, it applies to all types of fortification. Unwavering Guard (Ex) At 7th level, a psionic reaver gains a +1 dodge bonus to AC. This bonus increases by +1 every three levels thereafter. Psi Critical (Su) You gain the Improved Critical(chosen weapon) feat for free. If you already possess this feat, add an additional +2 to your chosen weapon's threat range for critical hits. This bonus only applies to psionic weapons of the chosen type. This bonus does not apply when using Power Attack. You must be psionically focused to use this ability. Crystal Power (Su) Your critical threat range with your chosen weapon doubles. This effect stacks with the bonus granted by the Improved Critical feat, but not with the Keen ability. This bonus only applies to psionic weapons of the chosen type. This bonus does not apply when using Power Attack. You must be psionically focused to use this ability. Improved Psi Critical (Su) Add an additional +2 to your chosen weapon's threat range for critical hits. This bonus stacks with the bonus granted by Psi Critical. This bonus only applies to psionic weapons of the chosen type. This bonus does not apply when using Power Attack. You must be psionically focused to use this ability. Tempered Will (Ex) At 18th level, a psionic reaver adds his or her Wisdom modifier (if any) to his or her attack rolls. Enhanced Crystal Power (Su) Your critical threat range with your chosen weapon triples. This effect stacks with the bonus granted by the Improved Critical feat, but not with the Keen ability. This bonus only applies to psionic weapons of the chosen type. This bonus does not apply when using Power Attack. You must be psionically focused to use this ability. True Critical (Ex) At 20th level, a psionic reaver gains a bonus equal to his or her base Will save to confirm a threatened critical with his or her chosen weapon. This bonus overlaps(and does not stack with) the bonus granted by Power Critical. Class Construction System Methodology Custom Class: Psionic Reaver Hit Dice: d10 CP: 30 Weapon Proficiency: Simple, +1 melee one-handed or light Martial or Exotic weapon CP: 11 Armor Proficiency: Light CP: 10 Class Skills: Autohypnosis, Balance, Concentration, Escape Artist, Hide, Jump, Listen, Move Silently, Spot, Tumble CP: 10 Skill Points per Level: 6 CP: 51 Attack Progression: High CP: 25 Save Progression: 2 High(Reflex, Will) CP: 12 Subtotal CP: 149 Special Abilities: 1-5: (x4) Wild Talent: 2(Power) Weapon Focus: 1(Normal) Font of Power: 1(Normal) Dodge: 1(Normal) Power Critical: 1(Normal) Unerring Strike: 2(Power) Subtotal: 8 Multiplied Subtotal: 32 6-10: (x2) Unwavering Guard +1: 1(Normal) Unwavering Guard +2: 1(Normal) Improved Unerring Strike: 2(Power) Subtotal: 4 Multiplied Subtotal: 8 11-20: (x1) Psi Critical: 2(Power) Unwavering Guard +3: 1(Normal) Crystal Power: 2(Power) Limitless Unerring Strike: 2(Power) Unwavering Guard +4: 1(Normal) Improved Psi Critical: 2(Power) Tempered Will: 2(Power) Unwavering Guard +5: 1(Normal) Enhanced Crystal Power: 2(Power) True Critical: 2(Power) Subtotal: 17 Multiplied Subtotal: 17 Special Abilities Total: 57 Total CP: 206 (not accounting for the alignment restriction) Variance: -9 (not accounting for the alignment restriction) EDIT: Tempered Will will either be moved to 6th or 9th level, but an opinion on which would be appreciated. |