Prime32
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« on: August 06, 2010, 08:10:17 AM » |
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(Name pending)HD: d10 BAB: Poor Saves: Fort good, Ref good, Will poor Bonus feats: A (name) gains a bonus feat from the fighter list at every odd level. He must meet the prerequisites as normal. Maneuvers: A (name) gains maneuvers as a warblade of his class level +2. However, his initiator level is normally equal to half his class level (rounded down), and he may not use any maneuvers which a warblade of this level could not (this does not affect his ability to learn maneuvers). His maneuvers refresh automatically at the start of each round. The (name) gains and uses stances as a warblade of his class level (their initiator level is not reduced). Combo Points: Whenever a (name) successfully hits an opponent with an attack or damaging effect, he gains 2 combo points against them. If he misses, he gains 1 combo point. In the case of off-hand attacks, he instead gains 1 combo point if he hits and 0 if he misses. Whenever he dodges an attack or succeeds on a saving throw against a damaging effect, he gains 1 combo point against the attacker (he may only gain one point per attack). A (name) can make a special melee touch attack as a move action which deals no damage but can increase his points. For each combo point, his effective BAB and initiator level against that opponent is increased by 1 (granting him access to more attacks and higher-level maneuvers). He may have a maximum number of combo points equal to 3 + half his class level (rounded down). If he has not gained any combo points against an enemy in one minute, he loses them. Combo points he has gained against one enemy do not grant him any bonuses against others. Rush (Ex): As a standard action which provokes an attack of opportunity, a (name) may invigorate himself. He may increase his effective Combo Points for his next action by any amount up to his maximum capacity. This ability allows him to use high-level techniques while out of combat. If he is damaged or otherwise hindered while using Rush, he must make a Concentration check as if casting a spell (level = number of combo points gained), or the ability has no effect. He cannot expend these virtual Combo Points to fuel Combo Finish or a similar ability. Combo Finish (Ex): Once per round, a (name) may expend combo points to gain a bonus action. He must use this action against the source of the combo points in some way. He retains the benefits of his increased BAB and IL until the end of the round. Swift action: 3 points Move action: 5 points Standard action: 8 points Full-round action: 13 points Gain Action Points for 1 round: ? points per action point Do not provoke AoOs from target for 1 round: ? points Combo Mastery (Ex): At 20th level, a (name) reduces the point cost of any use of Combo Finish by 2. New FeatsRapid Rush [Fighter]Prerequisites: Rush class feature, ? Benefit: You may use the Rush class feature as a move action. It still provokes attacks of opportunity. Normal: Rush requires a standard action to use. Psychic Rush [Fighter, Psionic]Prerequisites: Rush class feature Benefit: When you use the Rush ability you may attempt to gain psionic focus. This does not require an additional action. Delayed Strike [Fighter]Your opponents are already deadPrerequisites: Combo Finish class feature Benefit: As an alternate use of Combo Finish, you may deal 2d6 points of damage to an opponent per (Combo Points expended -3). This is a purely mental action which functions at any distance, even across planes.
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« Last Edit: August 11, 2010, 10:34:56 AM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Amechra
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« Reply #1 on: August 06, 2010, 01:00:28 PM » |
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Oooh, nice idea!
Maybe have some combo sets, for example...
Iron Heart->Tiger's Claw->Iron Heart
would pull off a special effect (maybe double the last maneuver in the chain? Or maybe make a full attack out of the last Iron Heart maneuver...)
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Fighter: "I can kill a guy in one turn." Cleric: "I can kill a guy in half a turn." Wizard: "I can kill a guy before my turn." Bard: "I can get three idiots to kill guys for me." On a strange note, would anyone be put out if we had a post about people or events we can spare a thought for, or if its within their creed, a prayer for? Just a random thought, but ... hells I wouldn't have known about either Archangels daughter or Saeomons niece if I didn't happen to be on these threads.
Sounds fine to me. probably over on "Off-topic". might want to put a little disclaimer in the first post. This is the Min/Max board. We should be able to figure out a way to optimize the POWER OF PRAYER(TM) that doesn't involve "Pazuzu, Pazuzu, Pazuzu". My final project for my film independent study course. It could do with a watching and critiquing
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Agita
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« Reply #2 on: August 06, 2010, 05:21:42 PM » |
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Hmmm... maybe implement this as a Fighter fix?  For each combo point, his effective BAB and initiator level against that opponent is increased by 1 (granting him access to more attacks and higher-level maneuvers).
How exactly would this work? You'd need a separate mechanic if you want to make the (name) be able to choose new maneuvers in mid-combat, and even then it would probably be too complicated.
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« Last Edit: August 06, 2010, 05:24:13 PM by Agita »
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #3 on: August 06, 2010, 05:57:52 PM » |
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Hmmm... maybe implement this as a Fighter fix?  Maybe... For each combo point, his effective BAB and initiator level against that opponent is increased by 1 (granting him access to more attacks and higher-level maneuvers).
How exactly would this work? You'd need a separate mechanic if you want to make the (name) be able to choose new maneuvers in mid-combat, and even then it would probably be too complicated. Is it clearer now?
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Agita
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« Reply #4 on: August 06, 2010, 06:11:44 PM » |
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For each combo point, his effective BAB and initiator level against that opponent is increased by 1 (granting him access to more attacks and higher-level maneuvers).
How exactly would this work? You'd need a separate mechanic if you want to make the (name) be able to choose new maneuvers in mid-combat, and even then it would probably be too complicated. Is it clearer now? Yes, but you might want to make that "a warblade of his initiator level" just to be safe from nitpicky reading.
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #5 on: August 07, 2010, 06:17:48 AM » |
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Maybe a feat to treat your combo points as your ranks in Tumble?
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« Last Edit: August 08, 2010, 07:00:51 AM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #6 on: August 08, 2010, 07:01:12 AM » |
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How are the point costs right now, and what do you think would be a good figure for gaining action points/ignoring AoOs?
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #7 on: August 10, 2010, 09:18:01 AM » |
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What would you think of implementing the combo system for all classes in some way?
Replace spellcasting with psionics (maybe). Give all classes maneuvers (let them choose two schools maybe?) and poor BAB. Cap the BAB/IL boost you can get from Combo Points at half what your BAB would normally be +3 (round down). Halve your effective level for class features like sneak attack (ie. 20th-level rogue gets +5d6 sneak attack without CP) and caster level/manifester level. The boost you can get from CP is half your class level +3 (round down).
Rather fittingly, this could benefit monks since their flurry can rack up more CP faster (without the penalties for using off-hand attacks).
Added Soul Charge Rush to the class to help things like utility casters using this system. Which, interestingly, simulates the trope of only using incantations for your higher-level spells.
Anyone want to playtest this?
(Triple-post yay!)
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« Last Edit: August 10, 2010, 09:41:47 AM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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PhaedrusXY
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« Reply #8 on: August 10, 2010, 11:22:46 AM » |
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It looks interesting, but quite complicated... Especially this part: Combo points he has gained against one enemy do not grant him any bonuses against others.
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?
Sounds like the makings of a gay porn film.
...thanks
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #9 on: August 10, 2010, 11:54:13 AM » |
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It looks interesting, but quite complicated... Especially this part: Combo points he has gained against one enemy do not grant him any bonuses against others. You think I should just have one pool of combo points then? Beating on the mooks makes you more dangerous to the boss? You can run into the "sack of rats" problem there. :/ The bonus action mechanics were meant to simulate "juggling" enemies to some extent, catching them off-balance to increase your windows of opportunity. Thus, combo points are more of a penalty the opponent takes than a bonus you receive. What if there's one CP pool for each enemy, but the entire party can use it?
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« Last Edit: August 11, 2010, 06:01:06 PM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Kuroimaken
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« Reply #10 on: August 17, 2010, 10:05:22 AM » |
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Tagged for future reference.
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Rymosrac
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« Reply #11 on: August 17, 2010, 11:09:14 AM » |
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If you want it to represent a penalty more than a bonus, why not track it that way? Stacking penalty to AC, and maybe opposed trip/disarm/bull rush, etc checks, which only resets if you don't hit him for a round.
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Shh. My common sense is tingling. . .
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #12 on: December 02, 2010, 04:13:53 PM » |
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Kuroimaken
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« Reply #13 on: December 02, 2010, 05:23:44 PM » |
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Zeta Kai never says whether those points accrue from one fight to the next, or one day to the next.
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #14 on: December 02, 2010, 08:34:33 PM » |
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Zeta Kai never says whether those points accrue from one fight to the next, or one day to the next.
Hey, it's not like I'd be using his system directly. Just the point accquisition methods. Y'know, those traits could be extended to have effects in other areas...
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« Last Edit: December 02, 2010, 08:46:21 PM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Kuroimaken
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« Reply #15 on: December 02, 2010, 08:35:18 PM » |
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I earned myself my first warning by necroing the thread. 
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JaronK
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« Reply #16 on: December 02, 2010, 09:49:58 PM » |
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Just as something to consider balancing off of, Blood in the Water, Lifedrinker weapons, and the Enfeebling enchantment effectively do this on normal characters (it's based on crits mostly though).
JaronK
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Tenebrus
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« Reply #17 on: December 03, 2010, 12:08:30 AM » |
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My first reaction was "Cheese Filled Combo" but that's probably a prestige class.  Just a joke; your work looks solid. Some thoughts: There doesn't seem to be a good reason why this class, which is only kind of about maneuvers, should be +2 over a warblade, who is all about maneuvers. Usually, a class emulating another class' features takes a penalty, like rangers' animal companions versus those of a druid, for example. As to a name, maybe "Temporal," since it seems to be about getting more time in a round than others? Or something speedy, like "Expedite"? It does look a little complicated, but similar systems use tokens -- pennies, potting beads, etc -- to keep track of things like this.
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