Wrong, Amadi. Some of the gem dragons are immune to sonic.
Trust me, I know this.
* Avatar of Kokusho curses the DM that gave an epic MoMF a special feat called Reactive Wildshape.
So is Chronotyrym (Fiend Folio) and Destrachan (Monster Manual X). I spoke about resisting it, though. Name one creature that has Sonic Resistance 30 or so?
It was a mishap, though, I should think more before posting.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Application of a number of feats up to the +3 adjustment seems okay in my book, check with your DM. However, no stacking of +0 adjustments because that's cheesy.
This ability should be one that if you so choose, you can choose it more than once. The cost? A spell slot of the same level that the metamagic feat cost. That's certainly reasonable, and still good.
How does costing a spell slot of spell level + (adjustment / 2, rounded up) sound? That way you could, say, permanently maximize or twin a Polar Ray (though obviously not both) at the cost of a 10th level spell slot.
Level 27 entry...hm...I'd knock it down to 27 ranks each, because at 24th level you get a feat, which could help with qualifying, and that way it's not completely unattainable by those who don't play high epic games.
Good idea, I like it. I will edit it as soon as I finish this post.
Perfection of Elements feels too good for me, adding 50% damage to a spell is worth +2 Spell Level Adjustment (Empower Spell.), and this feat effectively adds it to all your spells. In addition to that, it also has option of making the damage pass all resistances and immunities. It's just too good as it is, in my opinion.
I realized that earlier today and I completely agree. I'm removing the empower part and letting you give it two elements (half damage for each) or untyped if you have Arcane Fire. That way it actually doesn't do much if you don't have arcane fire and it makes your damage untyped if you do (which is really powerful, but not overly broken).
It also allows you to make sonic spells. Nothing ever resists sonic and it passes all hardness on objects. Destroying buildings and objects with the current version of the power is just too easy.
Mastery of Elements (the archmage ability) already lets you make sonic spells, so I'm not changing anything there.
I'm poking this thread again because I'd like a little more input on the class (still in this post).
I've just made some rather radical changes to it. I want to know what people think of the new abilities and especially the balance on a few of them (namely Distant Spell, Spell Storm, and the new version of Perfect Spell) or anything else you have to say about it.
Distant Spell is badassery incarnate and a great ability to have. It's not like anyone uses Enlarge Spell anyway...
Freeform Shape is slightly cracked, at its cost, even with Mastery of Shaping being a prereq. See, every archmage chooses Mastery of Shaping because then she doesn't blast her allies with those nice area effects. The only ability I have issue with is spellwarping into ray spells, though I love love love the idea.. See, ray spells have a benefit of hitting on touch AC (which most monsters suck at) and offering no saving throw in most cases. I made a custom spell that replicates this aspect of the ability for spells of 7th and below and it only works once per time it's cast...
Greater Arcane Fire: Okay, so you're burning through spell slots, say, a 9th, and you're an Acm 5/PrA 2. That's 25d6 untyped damage in a bolt. Hm, nice. Then you get 10th+ slots..great vs energy immune targets, believe me, I know. No issues.
Greater Spell Power: Weak, at least in my campaigns. I'd mod it for my worlds to give an additional bonus, as spell power makes your SPELLS MORE POWERFUL..... /rant
Improve Spell: Basically a wu jen's spell secret that doesn't totally suck. I like this.
Perfection of Elements: Interesting twost and synergy with Arcane Fire. No issues as I like this ability a lot.
Unyielding Magic: :rofl:. Okay, so now all you mages who dipped for Mastery of Counterspelling have yet another option for those annoying mages who like to counter your crap and you can't do anything. VERY nice.
Instant Counterspelling replicates an epic feat that has a crapton of prerequisites, so sure, why not. (The feat's Epic Counterspell, from Player's Guide to Faerun.)
Spellstorm: You know, I made a spell that does this too, but my DM kicked it in the face as broken. I love this ability, but I feel that there should be a downside to it (dazed, unable to cast for a round, nonlethal damage, something).
Other than that, this class is great and any epic archmage would probably love to grow in it. I know mine would
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
So from what you've said, it sounds like everything looks good except Freeform Shape is too powerful, Greater Spell Power is too weak, and Spellstorm is iffy on the power level (in terms of maybe being too high).
I'm not quite sure what to do with Freeform shape other than bumping the spell slot requirement up to a 9th level slot (from 7th).
Greater Spell Power I put in there for somewhat obvious reasons. I know it's weak (and it's completely useless in campaigns where Spell Power does that anyway), but I wanted something in there like that, and it could potentially be rather useful for some characters. Also, it only takes a single 5th level spell slot, so it's not exactly expensive. If you have a different suggestion I'm definitely open to other things.
Spellstorm I'm not quite sure what to do with. That seems like an ability for which it's very hard to adjust the power level and it could potentially be randomly broken. I suppose I could make the character dazed until the end of their next turn, but I could also lower the power by doing something like dropping the maximum spell level to the sacrificed slot's level -3 (instead of -2).
Two more things:
1) You didn't comment on Perfect Spell (only Improve Spell), and I was wondering what you thought of that.
2) Do you think the current version of Greater Arcane Fire is about right for a 7th level spell slot? I can't really decide on that one as I used to have it be 2d6/class level + 2d6/spell level and cost a 9th level slot, but that seemed like way too much damage way too fast.
So from what you've said, it sounds like everything looks good except Freeform Shape is too powerful, Greater Spell Power is too weak, and Spellstorm is iffy on the power level (in terms of maybe being too high).
I'm not quite sure what to do with Freeform shape other than bumping the spell slot requirement up to a 9th level slot (from 7th).
Greater Spell Power I put in there for somewhat obvious reasons. I know it's weak (and it's completely useless in campaigns where Spell Power does that anyway), but I wanted something in there like that, and it could potentially be rather useful for some characters. Also, it only takes a single 5th level spell slot, so it's not exactly expensive. If you have a different suggestion I'm definitely open to other things.
Spellstorm I'm not quite sure what to do with. That seems like an ability for which it's very hard to adjust the power level and it could potentially be randomly broken. I suppose I could make the character dazed until the end of their next turn, but I could also lower the power by doing something like dropping the maximum spell level to the sacrificed slot's level -3 (instead of -2).
Two more things:
1) You didn't comment on Perfect Spell (only Improve Spell), and I was wondering what you thought of that.
2) Do you think the current version of Greater Arcane Fire is about right for a 7th level spell slot? I can't really decide on that one as I used to have it be 2d6/class level + 2d6/spell level and cost a 9th level slot, but that seemed like way too much damage way too fast.
Anyway, thanks a ton for the feedback.
Freeform shape is only too powerful for that one ability. Not that I'd ban you from having it myself; there's a lot of ways to get around a ray spell (chiefly Ray Deflection (Spell Compendium), a 4th level spell) Upping the slot loss to 9th makes it more of a choice, as even a sorcerer (who's going to have to bust his butt to even qualify unless your DM is nice and grant the sorcerer bonus feats) due to limited slots, and you can't give up bonus spell slots due to high ability modifier for anything.
Greater Spell Power is fine as is, I was mainly ranting... as previously stated, in 3.5 rules Red Wizards can get absolutely insane DCs to their chosen school in epic levels of the prestige. Save DCs do NOT scale with save bonuses in epic due to item creation and other ways of boosting your saves... I think we've all noticed that recently.
Spellstorm: What my spell did, and this is only a guideline, was allow you to cast a number of extra spells in a round equal to 1/4 your caster level. You would take damage equal to 5 points per spell level of the extra spells. Yes, powerful, but easy to kill yourself if you start spamming Wail of the Banshee six times in a row...
Another idea for an ability, somewhat based on a metapsionic feat: Linked Spell. I'm certain at least one other person here knows what Linked Power does, right? (Amadi for sure). Basically the idea is that when you cast a certain spell, you don't cast it...yet. Next round, when you cast something else, the other spell is cast right along with it. In this case, for an ability, perhaps permanently linking two spells together in this way would not be unbalanced, providing reasonable limits on choice. For example, say you choose as your linked spells Superior Invisibility and Spell Turning. From then on afterward, whenever you cast one, you would cast the other as well, with no additional casting time or slot cost. Seems okay in my book.
I can't find Perfect Spell but maybe that's because it's 7am and I haven't reached optimal blood caffeine levels yet.
Your greater arcane fire is fine- upping damage to 2d6/class level is a bit much for untyped damage. Even if it offers a save. Which leads me to think that if you have Freeform Shape you should be able to shape your arcane fire.... interesting idea...
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
See the problem with dropping the ray effect from Freeform Shape is the ability doesn't really do that much anymore without it if you already have Mastery of Shaping (which you have to have to get the ability in the first place). Also, when you say that upping the slot to 9th level "makes it more of a choice" does that mean that you think it's a good idea or that you think I should drop the power level of the ability instead of raising the slot?
Looking at the ability, I feel like it might be balanced with a 6th level slot and not allowing the ray transformation.
As for allowing it to shape your arcane fire, Perfection of Elements basically does that already. You can just shoot a fireball at their face and make it untyped damage if you have Perfection of Elements and Arcane Fire.
On Spell Storm, I prefer the idea of letting them choose which slot to sacrifice and then having the spells they can cast depend on the level of the sacrificed slot. Also, I could always remove the heightening effect from the ability, but it is meant to be extremely powerful as it's one of the Perfect Arcana abilities of which you only get one and it costs a 10th level spell slot.
On the Linked Spell idea, it's interesting, but it sounds potentially abusable. It would obviously have to be that whenever you cast the higher level spell you also get the lower level one at the same time (and not the other way around). Also, what happens if someone links, say, a Polar Ray and a Delayed Blast Fireball. Your example was nice, but that one (literally) explodes with massive blasting for extremely cheap.
Actually, thinking about it, that may be a good ability to replace Perfect Spell with. I'll have to think about that, as well as what the slot cost would be.
And Perfect Spell which you apparently missed:
A perfect arcanist may select any spell he has previously selected for the Improve Spell ability and perfect the spell to the point where he can cast it with a mere thought. He permanently applies Silent Spell, Still Spell, and any one non-epic metamagic feat of his choosing to the spell. From this point forward, whenever he casts the spell he casts it as if those metamagic feats were applied to it, but with no change in slot level or casting time. This ability costs a 10th level spell slot.
Edit: I added a version of Linked Spell onto the end in storage, so it's not actually an option at this point. I'm thinking of replacing Perfect Spell with it.
Also, I bumped up the spell slot on Freeform Shape from 7th to 8th level.
I have a simple request. I like the amount of feats a fighter gets so I was wondering if someone could create a class that gets bonus feats like a fighter every level. Also the BAB of a fighter would also be nice but only if possible.
Private Mod Note
():
Rollback Post to RevisionRollBack
Only you can prevent forum fires. When you see this, please add it to your sig and help stop flaming.
Sig and avi of the Ur-Dragon by Spiderboy4 at High~Light Studios
Highly unlikely, there, as the fighter's bonus feat progression stems from that fact that it gets no other class abilities whatsoever. Tossing in a fighter's base attack onto something that gets...did you mean every level, or as a fighter does??....is slightly cracked in half.
Now, exploring gestalt might be something you are interested in, as you could get your bonus feats plus the abilities of the class of your choice. The trick is getting your DM to lose her sanity agree to it.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Fighters already have lost ref and will saves and honestly, dropping fort saves to low is both very poor from a flavor perspective and comes nowhere close to balancing the ridiculous power from a bonus feat every level.
If you wanted to balance getting a bonus feat every level, you would basically have to create a class that was like commoner + feats (or possibly worse). That many feats gets way too powerful way too fast, so I'd say probably low BAB (1/2 HD) and either d4 or d6 HD along with low saves in all three areas and probably some other drawbacks somewhere.
In other news, I think my epic archmage is finally finished (or at least very close). If anyone has any more comments or suggestions please post them as I'm always interested in more feedback. But otherwise, feel free to go use the thing as you please.
The best way to balance such a class would be to make a list of feats that they can select for their bonus feat: acrobatic, agile, alertness, animal affinity, athletic... you see where I'm going with this. But if all the bonus feats that you can take suck, it doesn't seem like there's much of a point.
The best way to balance such a class would be to make a list of feats that they can select for their bonus feat: acrobatic, agile, alertness, animal affinity, athletic... you see where I'm going with this. But if all the bonus feats that you can take suck, it doesn't seem like there's much of a point.
Skill Focus (Basketweaving), Profession (Basketweaver) and Knowledge (Baskets) would like a word with you outside, they told it was something about them not getting on that list.
3-Level prestige class that gets bonus feat on each level is totally acceptable, at least Heir of Syberys (Dragonmarked Prestige Class, Some Eberron book..) thinks so. Sure, the first feat is pre-determined, but it's a decent one. (More action points, as long as you are playing in eberron it ain't bad at all. Not to mention that the class has a class feature that gets even more action points.). Levels 2/3 award either casting levels or a bonus feat (ANY!), at your decision. (This prestige is quite awesome on epic level. I-Would-Use-It awesome, infact. Only reason why i can't is that it reliant on Eberron and uses action points, so it's out for non-eberron games.)
Private Mod Note
():
Rollback Post to RevisionRollBack
The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
My custom epic Ruby Knight Vindicator progression for Sepiriel. Not used to Tome of Battle content myself, but I felt this was reasonable? Let me know if I should be concerned with epic maneuvers, etc.
Epic Ruby Knight Vindicator Hit Die: d8 Skill points each level: 4 + Int mod
Spellcasting: At each level (excepting 11th, 16th, 21st...) you gain new spells per day and an increase in caster level as if you had gained a level in a divine spellcasting class to which you belonged before you became an epic ruby knight vindicator. Servant of Law: Weapons you wield as an Epic Ruby Knight Vindicator are treated as lawfully aligned for the purposes of overcoming damage reduction. Bonus Feats: The Epic Ruby Knight Vindicator gains a bonus feat every three levels after 10th. Maneuvers: You do not learn any additional maneuvers unless you take the Gain Maneuver feat (or whatever it's called). Add your level as epic ruby knight vindicator to that of your initiator class levels to determine your total initiator level and highest-level maneuvers known.
You may ready an additional maneuver per day at 14th, 18th, 23rd, 27th..., levels. Stances: At 11th level you gain an additional stance so long as you meet the prerequisites to learn it. You do not learn any additional stances afterward unless you take the Gain Stance feat (again, dunno what it's actually called if it exists). Smite Chaos: Once per day at 12th level and an additional time per day every four levels thereafter, the Epic Ruby Knight Vindicator may attempt to smite chaos with one normal melee attack. He or she adds his or her charisma modifier to the attack roll and deals an additional point of damage per Ruby Knight Vindicator level. If you accidentally attempt to smite a creature that is not chaotic, it has no effect, but is still subsumed for the day. If you belong to another class that allows you to smite chaos, your Ruby Knight Vindicator level stacks for the purposes of damage dealt. Divine Fury: At 15th level, your Divine Fury ability improves. You may expend a turn or rebuke undead attempt as a free action, adding a +6 sacred (or profane) bonus to your attack roll with one martial strike this turn. In addition to its normal effects, if the target is chaotic, they gain 1 negative level and take 3d6 extra damage. At 20th level, your sacred (or profane) bonus increases to +8 and the damage dealt to a chaotic target is 4d6. At 25th level, the sacred (or profane) bonus increases to +10, the damage dealt is 5d6, and the target gains an additional negative level. Every five additional levels your attack bonus increases by +2 and the damage by 1d6; every ten levels the target gains an additional negative level. Divine Guidance: At 19th level, as part of a swift action, you can expend a number of turn or rebuke undead attempts to ready an additional maneuver this round. The number of turn or undead attempts expended this way is equal to the maneuver level.
Here is an idea i had where you use 2 sheets for one character. The class would be caster based and both sheets would have identical stats with exception of these:
1.) They share hit points so even if only one is attacked they both lose hit points
2.) Alignments both are chaotic but one is good and the other evil
3.) Each has there own spell list but all spells are opposites of their twin
Attack: combination spells (Thru a telepathic link to each other they can act as one and communicate secretly to decide a coarse of action)
Variable: they can choose for only one to attack but the other must still focus energy forcing them to always act as one. . . .
Now my problem is deciding how to make combo spells of opposites welcome to ideas, suggestions, and even builds with other rule variants them those i listed
Requirements: Base attack bonus +10, Ability to initiate a fifth level maneuver or higher from the chosen discipline, at least four fighter bonus feats
Class Skills:
Balance, Climb, Concentration, Diplomacy, Hide, Intimidate, Jump, Listen, Martial Lore, Sense Motive, Spot, Tumble
Skill Points at Each Level: 6 + Int modifier
Class Features Chosen Discipline: The Sublime Weapon Master focuses his skill on one martial discipline and the weapons and skill associated with it. You may not change your chosen discipline once it has been selected. He chooses an additional discipline to which his abilities apply tenth level. He receives the following bonus for selecting a given martial discipline: Desert Wind: The character may perform an extra standard attack on a target after moving his full speed. Devoted Spirit: The character receives a +4 sacred bonus to his AC and saving throws for 1 round after healing another character. Diamond Mind: The character may attempt to concentrate for up to four rounds. For each additional round that the character successfully concentrates without being disrupted (such as by damage or other distractions), he receives a +1 bonus to attack and damage rolls. Iron Heart: The character receives a +2 bonus to attack and damage rolls against one target for 1 round after successfully hitting that target. Setting Sun: The character receives a +1 insight bonus to his AC against a foe for every 10 feet that foe moved that round. Shadow Hand: The character selects a creature type normally immune to critical hits. He may score critical hits against creatures of that type, as well as apply effects to them, such as a sneak attack, that they would normally be immune to due to not being affected by critical hits. Stone Dragon: So long as the character has not moved since his last turn, he may select one target and automatically ignore one attack that the target makes that turn. Tiger Claw: The character may make a melee touch attack at his lowest attack bonus with his offhand weapon whenever his main weapon misses a foe. White Raven: The character may make an attack of opportunity for each attack that foe makes against an ally, whether or not it would normally grant an attack of opportunity. Maneuvers: At every even numbered level, the Sublime Weapon Master learns an additional maneuver from his chosen discipline. You must meet the maneuver's prerequisite to learn it. You add your full Sublime Weapon Master level to determine your total initiator level and your highest level of maneuvers known. At 3rd, 6th and 9th level, you gain additional readied maneuvers per day. Stances Known: At 4th and 8th level, you learn a new martial stance from your chosen discipline. You must meet the stance's prerequisites to learn it. Perfect Strike: If you score a hit with a weapon from your chosen discipline while initiating a strike or while in a stance from that chosen discipline, you do not roll dice to determine damage. Instead, you use the normal maximum damage (not a critical hit) you can inflict with that weapon and deal that much damage to the target. Only base damage is maximized; additional damage (such as from the Power Attack feat, following all rules normally) is determined normally and not maximized. This ability cannot be used when you score a critical hit. You can use this ability a number of times per day equal to your Sublime Weapon Master level. Increased Multiplier: Determine the standard critical hit multiplier for weapons associated with your chosen martial discipline. With this ability, you can increase the critical hit multiplier of any of those weapons by +1 once per day at second level, and an additional time per day every two levels thereafter. You must declare the use of this ability before you roll an damage dice. You must have at least one maneuver readied of the chosen discipline to use this ability, although it is not expended when the ability is used. Superior Weapon Focus: At third level, the Sublime Weapon Master adds +1 to all attack rolls with weapons associated with his chosen martial discipline. This bonus stacks with that of weapon focus feats. He does not receive this bonus if he does not have at least two maneuvers of the chosen discipline readied, although they are not expended when the ability is used. Superior Weapon Specialization: At fifth level, the Sublime Weapon Master adds +1 to all damage rolls with weapons associated with his chosen martial discipline. This bonus stacks with that of weapon specialization feats. He does not receive this bonus if he does not have at least three maneuvers of the chosen discipline readied, although they are not expended when the ability is used. Superior Critical: At seventh level, the threat range of weapons associated with the Sublime Weapon Master's chosen discipline increase by 2. This stacks with the improved critical feat. He does not receive this bonus if he does not have at least four maneuvers of the chosen discipline readied, although they are not expended when the ability is used. Quicken Maneuver: At ninth level, the Sublime Weapon Master may initiate maneuvers of the chosen discipline that require a standard action as a swift action instead.
Hit Dice=d12
Base Attack=Fighter
Saves=Good Fortitude
Skill Points=2+Int
Class Skills=Climb, Concentration, Craft, Heal, Intimidate, Jump, Swim
Level 1:
Improved Toughness as a bonus Feat, Darkness
Darkness:
Drawing on the void of his soul, the Dark Knight can use the bleakness of his very being to strike out against his foes. As a standard action, A Dark Knight can portion his own life energy to damage his enemies.
For every 3 points of Damage the Dark Knight takes, he can deal an extra d6, maximum of half-class level.
At 12th Level, the Dark Knight may use this ability as part of a Full-Attack, but only with one attack.
Level 2:
Nil
Level 3:
Nil
Level 4:
Bonus Feat Endurance
Level 5:
Bonus Feat (Drawn from Fighter Bonus Feat list, includes specialization/supremacy)
Level 6:
Night Sword (1 Attack)
Night Sword:
As a standard action, a Dark Knight may strike a foe using the darkness from his own soul. The Dark Knight may deal an extra 3d6 Negative damage, and heals a like amount
At 16th Level, You may infuse all your attacks in a Full Attack with this energy.
Night Sword cannot be used with Darkness/Soul Eater/Soul Crush
Level 7:
Nil
Level 8:
Bonus Feat Diehard
Level 9:
Soul Eater:
The Dark Knight may now call upon the Darkness within to launch a bolt of black energy at a foe not adjacent to him.
The Dark Knight may now use his Darkness ability as a Range Attack with a 100' Range as a Standard Action.
Level 10:
Bonus Feat (Drawn from Fighter Bonus Feat list, includes specialization/supremacy)
Negative Blade:
A Dark Knight can now strike out at the minds of his foes, using his darkness to cause dispair within. A Dark Knight can cause a spell Caster to forget 1d4 spell levels of spells with a successful strike. This is a standard action.
Level 11:
Nil
Level 12:
Mettle of Fortitude: If the Dark Knight passes a Fortitude save he suffers no effect, even if it was save for half. (Just like mettle for a Hex Blade, but only for fortitude)
Level 13:
Nil
Level 14:
Nil
Level 15:
Bonus Feat (Drawn from Fighter Bonus Feat list, includes specialization/supremacy)
Level 16:
Night Sword (Full Attack)
Level 17:
Nil
Level 18:
Nil
Level 19:
Nil
Level 20:
Soul Crush: A Dark Knight can now use his Darkness ability as a burst centered on him. The darkness expands outward 20' all those within take the indicated amount of damage, including allies (right now there is no save, should there be one?)
Bonus Feat (Drawn from Fighter Bonus Feat list, includes specialization/supremacy)
"Damn! What in the name of the Spider Queen's Drider pet sock puppet is going on!?"
Quote from Amadi »
Blasphemy! The system is perfect. The ability to create a spell to duplicate gods at skill check DC 10 is totally balanced and doesn't say anything about the system's viability!
If I'm not supposed to double post here, I apologize, but I didn't know.
Revamped Samurai:
Alignment: Lawful
HD: d10
Base Attack Bonus: As Fighter
Saves: Good Fortitude
Skills: 4+Int
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Ride (Dex), Sense Motive (Wis)
Level 1: Ancestral Daisho, Daisho Proficiency, Bonus Feat
Level 2: Combat Style, Bonus Feat
Level 3: Ki Boost (+2) 1/d
Level 4: Improved Iniative
Level 5: Fast Draw, Bonus Feat
Level 6: Stare Down
Level 7: Improved Combat Style, Ki Boost (+4) 2/d
Level 8: Bonus Feat
Level 9:
Level 10: Mass Stare Down
Level 11: Ki Boost (+6) 3/d, Bonus Feat
Level 12: Combat Style Mastery
Level 13:
Level 14: Improved Staredown, Bonus Feat
Level 15: Ki Boost (+8) 4/d
Level 16:
Level 17: Bonus Feat
Level 18:
Level 19: Ki Boost (+10) 5/d
Level 20: Aura, Bonus Feat
Ancestral Daisho:
All Samurai begin play with a katana and wakizashi-two masterwork weapons. These are weapons that belonged to the samurai's ancestors.
At anytime, a samurai may retreat and spend time in prayer to awaken the ancestor spirits within the weapon(s).
A samurai must pay the amount in gold, or in equivalent items. This is the total for the plus, not the amount for each one. If the weapon is already a +1 then the samurai must only pay 6000 to make it a +2. 8000-2000=6000.
Exp is not required, only 1 day for every 1000 gp, and the requisite payment towards the spirits.
Combat Style:
A samurai of 2nd level learns to follow the path he has been taught, whether it be with both of his ancestral blades or just the spirit of his katana.
A samurai choose which style to follow of his own accord. A two-weapon receives two-weapon fighting as a bonus feat even if he does not have the prerequisites. A samurai may use this virtual feat even in heavy armor.
A samurai choosing to focus on his katana only receives the ability Rain of blades. This gives the samurai 1 extra attack at his highest base attack, but this attack and all others suffer a -2 on all attack rolls until the beginning of his next turn.
These benefits only work for the samurai's ancestral daisho.
Ki Boost:
Focusing his inner Ki, the samurai gains a boost to either his Strength of Dexterity for a number of rounds equal to 3+Charisma Modifier. The table above indicates the bonus and the number of times per a day this may be activated.
Improved Iniative:
Learning the art of warfare from a young age, the samurai learns to predict his opponents moves and times them for his own strikes. The samurai receives Improved iniative as a bonus feat.
Bonus Feat:
As fighter, and selected from the fighter bonus feat list.
Fast Draw:
Focusing in on his inner ki, the samurai studies the art of the Fast Draw (Iaijutsu), learning to strike swift, the samurai and draw his ancestral weapons in an instant. The samurai is considered to have quick draw for his ancestral daisho.
Staredown:
A samurai learns to strike fear into his foes with his mere presence. He can now use the intimidate skill to demoralize opponents and gains a +4 bonus on the check.
Improved Combat Style:
The samurai gains more reflection into his training of the arts.
Two-weapon gain Improved two-weapon fighting.
Those focusing on the katana, gain Storm of Blades, this gives the samurai an additional attack at his highest base attack, but all attacks suffer a -5 penalty when he strikes this quickly.
Mass Staredown:
A samurai has sufficient presence to strike fear into multiple enemies at once. He may now us use staredown against each foe within 30' as a single standard action.
Combat Style Mastery:
The pinnacle of a samurai's training.
Two-weapon gain greater two-weaon fighting.
Those focusing on the Katana reduce the penalties when fighting so quickly, the penalty is now -2 on all attacks.
Improved Staredown:
The samurai's presence is enough to give his foes pause. He may now use staredown as a move action (this applies to mass staredown as well).
Aura:
A samurai gains an aura matching his beliefs.
Those of the evil code, gain a fear aura, and those following the light of goodness, have an aura of awe.
(Ask about this when I reach 20th level samurai )
"Damn! What in the name of the Spider Queen's Drider pet sock puppet is going on!?"
Quote from Amadi »
Blasphemy! The system is perfect. The ability to create a spell to duplicate gods at skill check DC 10 is totally balanced and doesn't say anything about the system's viability!
The eidomancer is a sort of Platonic mage; eidos as in the theory of the forms. He is an arcane/divine spellcaster who imprints the essence of spell forms themselves into his mind instead of the studying or praying mojo of other classes. The spell retrieval and spell points granted by the class as well as the open spell list make it supremely versatile, though your spellcasting power is split between two mental ability scores (and the third also has to be high to really get good use out of the spell selection).
Regarding Eidomancer: I don't like it. It is either horribly overpowered in any game that has a high-stat-build, or only above average in any game that doesn't. The fact that he has effectively nerfed blasting spells does not help at all, considering that the most powerful options available to spellcasters are not going to deal damage anyway. The class is just way too versatile, and has a fair bit too many good class features for a full caster.
Versatility should come at a cost, is what I am saying. Multiple-Attribute-Dependency is not necessarily a cost.
It's probably balanced in 18-point-buy-games, and a fair bit too good in anything above that.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
So what should be the cost, eh? The idea of using int, wis and cha for the respective aspects of spellcasting was actually the first concept in the development of the class. At least pretty often that's a significant drawback, but you're right that it depends on the starting stats you're given. Perhaps the extra class abilities are not as needed.
I figure the class should have its' own list, probably focusing on divinations and such spells, knowing all spells and retrieving them automatically each day. Then it would be able to retrieve a number of spells from other spell lists, only at spell level one higher than their base level. Perhaps he could get some "favoured" spells, say equal to his wisdom modifier, where this would not apply and he would cast them at the same level as other spells and automatically retrieve them.
I don't know, it's just that classes able to pick spells off of weird spell lists are generally broken. Just take a look at Telflammar Shadowlord's Improved Invisibility at level 2 to see where I'm coming from.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Ah, I suppose the bard and assassin and whatnot spell lists can screw with spell level accessibility. Hadn't thought of that. Maybe just limit it to cleric, druid and sorcerer/wizard lists for one. Those all have normal progressions.
The favored spell thing seems like a workable idea. It's just that composing a new class spell list is sort of a pain in the ass.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So is Chronotyrym (Fiend Folio) and Destrachan (Monster Manual X). I spoke about resisting it, though. Name one creature that has Sonic Resistance 30 or so?
It was a mishap, though, I should think more before posting.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
And Chronotryms are sick and wrong to begin with...
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
How does costing a spell slot of spell level + (adjustment / 2, rounded up) sound? That way you could, say, permanently maximize or twin a Polar Ray (though obviously not both) at the cost of a 10th level spell slot.
Good idea, I like it. I will edit it as soon as I finish this post.
I realized that earlier today and I completely agree. I'm removing the empower part and letting you give it two elements (half damage for each) or untyped if you have Arcane Fire. That way it actually doesn't do much if you don't have arcane fire and it makes your damage untyped if you do (which is really powerful, but not overly broken).
Mastery of Elements (the archmage ability) already lets you make sonic spells, so I'm not changing anything there.
I'll keep poking at it and see what comes out.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
I've just made some rather radical changes to it. I want to know what people think of the new abilities and especially the balance on a few of them (namely Distant Spell, Spell Storm, and the new version of Perfect Spell) or anything else you have to say about it.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Arcane fire addition is fine; I'd expect that.
Distant Spell is badassery incarnate and a great ability to have. It's not like anyone uses Enlarge Spell anyway...
Freeform Shape is slightly cracked, at its cost, even with Mastery of Shaping being a prereq. See, every archmage chooses Mastery of Shaping because then she doesn't blast her allies with those nice area effects. The only ability I have issue with is spellwarping into ray spells, though I love love love the idea.. See, ray spells have a benefit of hitting on touch AC (which most monsters suck at) and offering no saving throw in most cases. I made a custom spell that replicates this aspect of the ability for spells of 7th and below and it only works once per time it's cast...
Greater Arcane Fire: Okay, so you're burning through spell slots, say, a 9th, and you're an Acm 5/PrA 2. That's 25d6 untyped damage in a bolt. Hm, nice. Then you get 10th+ slots..great vs energy immune targets, believe me, I know. No issues.
Greater Spell Power: Weak, at least in my campaigns. I'd mod it for my worlds to give an additional bonus, as spell power makes your SPELLS MORE POWERFUL..... /rant
Improve Spell: Basically a wu jen's spell secret that doesn't totally suck. I like this.
Perfection of Elements: Interesting twost and synergy with Arcane Fire. No issues as I like this ability a lot.
Unyielding Magic: :rofl:. Okay, so now all you mages who dipped for Mastery of Counterspelling have yet another option for those annoying mages who like to counter your crap and you can't do anything. VERY nice.
Instant Counterspelling replicates an epic feat that has a crapton of prerequisites, so sure, why not. (The feat's Epic Counterspell, from Player's Guide to Faerun.)
Spellstorm: You know, I made a spell that does this too, but my DM kicked it in the face as broken. I love this ability, but I feel that there should be a downside to it (dazed, unable to cast for a round, nonlethal damage, something).
Other than that, this class is great and any epic archmage would probably love to grow in it. I know mine would
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
I'm not quite sure what to do with Freeform shape other than bumping the spell slot requirement up to a 9th level slot (from 7th).
Greater Spell Power I put in there for somewhat obvious reasons. I know it's weak (and it's completely useless in campaigns where Spell Power does that anyway), but I wanted something in there like that, and it could potentially be rather useful for some characters. Also, it only takes a single 5th level spell slot, so it's not exactly expensive. If you have a different suggestion I'm definitely open to other things.
Spellstorm I'm not quite sure what to do with. That seems like an ability for which it's very hard to adjust the power level and it could potentially be randomly broken. I suppose I could make the character dazed until the end of their next turn, but I could also lower the power by doing something like dropping the maximum spell level to the sacrificed slot's level -3 (instead of -2).
Two more things:
1) You didn't comment on Perfect Spell (only Improve Spell), and I was wondering what you thought of that.
2) Do you think the current version of Greater Arcane Fire is about right for a 7th level spell slot? I can't really decide on that one as I used to have it be 2d6/class level + 2d6/spell level and cost a 9th level slot, but that seemed like way too much damage way too fast.
Anyway, thanks a ton for the feedback.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Freeform shape is only too powerful for that one ability. Not that I'd ban you from having it myself; there's a lot of ways to get around a ray spell (chiefly Ray Deflection (Spell Compendium), a 4th level spell) Upping the slot loss to 9th makes it more of a choice, as even a sorcerer (who's going to have to bust his butt to even qualify unless your DM is nice and grant the sorcerer bonus feats) due to limited slots, and you can't give up bonus spell slots due to high ability modifier for anything.
Greater Spell Power is fine as is, I was mainly ranting... as previously stated, in 3.5 rules Red Wizards can get absolutely insane DCs to their chosen school in epic levels of the prestige. Save DCs do NOT scale with save bonuses in epic due to item creation and other ways of boosting your saves... I think we've all noticed that recently.
Spellstorm: What my spell did, and this is only a guideline, was allow you to cast a number of extra spells in a round equal to 1/4 your caster level. You would take damage equal to 5 points per spell level of the extra spells. Yes, powerful, but easy to kill yourself if you start spamming Wail of the Banshee six times in a row...
Another idea for an ability, somewhat based on a metapsionic feat: Linked Spell. I'm certain at least one other person here knows what Linked Power does, right? (Amadi for sure). Basically the idea is that when you cast a certain spell, you don't cast it...yet. Next round, when you cast something else, the other spell is cast right along with it. In this case, for an ability, perhaps permanently linking two spells together in this way would not be unbalanced, providing reasonable limits on choice. For example, say you choose as your linked spells Superior Invisibility and Spell Turning. From then on afterward, whenever you cast one, you would cast the other as well, with no additional casting time or slot cost. Seems okay in my book.
I can't find Perfect Spell but maybe that's because it's 7am and I haven't reached optimal blood caffeine levels yet.
Your greater arcane fire is fine- upping damage to 2d6/class level is a bit much for untyped damage. Even if it offers a save. Which leads me to think that if you have Freeform Shape you should be able to shape your arcane fire.... interesting idea...
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Looking at the ability, I feel like it might be balanced with a 6th level slot and not allowing the ray transformation.
As for allowing it to shape your arcane fire, Perfection of Elements basically does that already. You can just shoot a fireball at their face and make it untyped damage if you have Perfection of Elements and Arcane Fire.
On Spell Storm, I prefer the idea of letting them choose which slot to sacrifice and then having the spells they can cast depend on the level of the sacrificed slot. Also, I could always remove the heightening effect from the ability, but it is meant to be extremely powerful as it's one of the Perfect Arcana abilities of which you only get one and it costs a 10th level spell slot.
On the Linked Spell idea, it's interesting, but it sounds potentially abusable. It would obviously have to be that whenever you cast the higher level spell you also get the lower level one at the same time (and not the other way around). Also, what happens if someone links, say, a Polar Ray and a Delayed Blast Fireball. Your example was nice, but that one (literally) explodes with massive blasting for extremely cheap.
Actually, thinking about it, that may be a good ability to replace Perfect Spell with. I'll have to think about that, as well as what the slot cost would be.
And Perfect Spell which you apparently missed:
Also, I bumped up the spell slot on Freeform Shape from 7th to 8th level.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Sig and avi of the Ur-Dragon by Spiderboy4 at High~Light Studios
Now, exploring gestalt might be something you are interested in, as you could get your bonus feats plus the abilities of the class of your choice. The trick is getting your DM to
lose her sanityagree to it."I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Sig and avi of the Ur-Dragon by Spiderboy4 at High~Light Studios
If you wanted to balance getting a bonus feat every level, you would basically have to create a class that was like commoner + feats (or possibly worse). That many feats gets way too powerful way too fast, so I'd say probably low BAB (1/2 HD) and either d4 or d6 HD along with low saves in all three areas and probably some other drawbacks somewhere.
In other news, I think my epic archmage is finally finished (or at least very close). If anyone has any more comments or suggestions please post them as I'm always interested in more feedback. But otherwise, feel free to go use the thing as you please.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Skill Focus (Basketweaving), Profession (Basketweaver) and Knowledge (Baskets) would like a word with you outside, they told it was something about them not getting on that list.
3-Level prestige class that gets bonus feat on each level is totally acceptable, at least Heir of Syberys (Dragonmarked Prestige Class, Some Eberron book..) thinks so. Sure, the first feat is pre-determined, but it's a decent one. (More action points, as long as you are playing in eberron it ain't bad at all. Not to mention that the class has a class feature that gets even more action points.). Levels 2/3 award either casting levels or a bonus feat (ANY!), at your decision. (This prestige is quite awesome on epic level. I-Would-Use-It awesome, infact. Only reason why i can't is that it reliant on Eberron and uses action points, so it's out for non-eberron games.)
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Epic Ruby Knight Vindicator
Hit Die: d8
Skill points each level: 4 + Int mod
Spellcasting: At each level (excepting 11th, 16th, 21st...) you gain new spells per day and an increase in caster level as if you had gained a level in a divine spellcasting class to which you belonged before you became an epic ruby knight vindicator.
Servant of Law: Weapons you wield as an Epic Ruby Knight Vindicator are treated as lawfully aligned for the purposes of overcoming damage reduction.
Bonus Feats: The Epic Ruby Knight Vindicator gains a bonus feat every three levels after 10th.
Maneuvers: You do not learn any additional maneuvers unless you take the Gain Maneuver feat (or whatever it's called). Add your level as epic ruby knight vindicator to that of your initiator class levels to determine your total initiator level and highest-level maneuvers known.
You may ready an additional maneuver per day at 14th, 18th, 23rd, 27th..., levels.
Stances: At 11th level you gain an additional stance so long as you meet the prerequisites to learn it. You do not learn any additional stances afterward unless you take the Gain Stance feat (again, dunno what it's actually called if it exists).
Smite Chaos: Once per day at 12th level and an additional time per day every four levels thereafter, the Epic Ruby Knight Vindicator may attempt to smite chaos with one normal melee attack. He or she adds his or her charisma modifier to the attack roll and deals an additional point of damage per Ruby Knight Vindicator level. If you accidentally attempt to smite a creature that is not chaotic, it has no effect, but is still subsumed for the day. If you belong to another class that allows you to smite chaos, your Ruby Knight Vindicator level stacks for the purposes of damage dealt.
Divine Fury: At 15th level, your Divine Fury ability improves. You may expend a turn or rebuke undead attempt as a free action, adding a +6 sacred (or profane) bonus to your attack roll with one martial strike this turn. In addition to its normal effects, if the target is chaotic, they gain 1 negative level and take 3d6 extra damage. At 20th level, your sacred (or profane) bonus increases to +8 and the damage dealt to a chaotic target is 4d6. At 25th level, the sacred (or profane) bonus increases to +10, the damage dealt is 5d6, and the target gains an additional negative level. Every five additional levels your attack bonus increases by +2 and the damage by 1d6; every ten levels the target gains an additional negative level.
Divine Guidance: At 19th level, as part of a swift action, you can expend a number of turn or rebuke undead attempts to ready an additional maneuver this round. The number of turn or undead attempts expended this way is equal to the maneuver level.
1.) They share hit points so even if only one is attacked they both lose hit points
2.) Alignments both are chaotic but one is good and the other evil
3.) Each has there own spell list but all spells are opposites of their twin
Attack: combination spells (Thru a telepathic link to each other they can act as one and communicate secretly to decide a coarse of action)
Variable: they can choose for only one to attack but the other must still focus energy forcing them to always act as one. . . .
Now my problem is deciding how to make combo spells of opposites welcome to ideas, suggestions, and even builds with other rule variants them those i listed
Hit Die: d8
Requirements: Base attack bonus +10, Ability to initiate a fifth level maneuver or higher from the chosen discipline, at least four fighter bonus feats
Class Skills:
Balance, Climb, Concentration, Diplomacy, Hide, Intimidate, Jump, Listen, Martial Lore, Sense Motive, Spot, Tumble
Skill Points at Each Level: 6 + Int modifier
Class Features
Chosen Discipline: The Sublime Weapon Master focuses his skill on one martial discipline and the weapons and skill associated with it. You may not change your chosen discipline once it has been selected. He chooses an additional discipline to which his abilities apply tenth level. He receives the following bonus for selecting a given martial discipline:
Desert Wind: The character may perform an extra standard attack on a target after moving his full speed.
Devoted Spirit: The character receives a +4 sacred bonus to his AC and saving throws for 1 round after healing another character.
Diamond Mind: The character may attempt to concentrate for up to four rounds. For each additional round that the character successfully concentrates without being disrupted (such as by damage or other distractions), he receives a +1 bonus to attack and damage rolls.
Iron Heart: The character receives a +2 bonus to attack and damage rolls against one target for 1 round after successfully hitting that target.
Setting Sun: The character receives a +1 insight bonus to his AC against a foe for every 10 feet that foe moved that round.
Shadow Hand: The character selects a creature type normally immune to critical hits. He may score critical hits against creatures of that type, as well as apply effects to them, such as a sneak attack, that they would normally be immune to due to not being affected by critical hits.
Stone Dragon: So long as the character has not moved since his last turn, he may select one target and automatically ignore one attack that the target makes that turn.
Tiger Claw: The character may make a melee touch attack at his lowest attack bonus with his offhand weapon whenever his main weapon misses a foe.
White Raven: The character may make an attack of opportunity for each attack that foe makes against an ally, whether or not it would normally grant an attack of opportunity.
Maneuvers: At every even numbered level, the Sublime Weapon Master learns an additional maneuver from his chosen discipline. You must meet the maneuver's prerequisite to learn it. You add your full Sublime Weapon Master level to determine your total initiator level and your highest level of maneuvers known. At 3rd, 6th and 9th level, you gain additional readied maneuvers per day.
Stances Known: At 4th and 8th level, you learn a new martial stance from your chosen discipline. You must meet the stance's prerequisites to learn it.
Perfect Strike: If you score a hit with a weapon from your chosen discipline while initiating a strike or while in a stance from that chosen discipline, you do not roll dice to determine damage. Instead, you use the normal maximum damage (not a critical hit) you can inflict with that weapon and deal that much damage to the target. Only base damage is maximized; additional damage (such as from the Power Attack feat, following all rules normally) is determined normally and not maximized. This ability cannot be used when you score a critical hit. You can use this ability a number of times per day equal to your Sublime Weapon Master level.
Increased Multiplier: Determine the standard critical hit multiplier for weapons associated with your chosen martial discipline. With this ability, you can increase the critical hit multiplier of any of those weapons by +1 once per day at second level, and an additional time per day every two levels thereafter. You must declare the use of this ability before you roll an damage dice. You must have at least one maneuver readied of the chosen discipline to use this ability, although it is not expended when the ability is used.
Superior Weapon Focus: At third level, the Sublime Weapon Master adds +1 to all attack rolls with weapons associated with his chosen martial discipline. This bonus stacks with that of weapon focus feats. He does not receive this bonus if he does not have at least two maneuvers of the chosen discipline readied, although they are not expended when the ability is used.
Superior Weapon Specialization: At fifth level, the Sublime Weapon Master adds +1 to all damage rolls with weapons associated with his chosen martial discipline. This bonus stacks with that of weapon specialization feats. He does not receive this bonus if he does not have at least three maneuvers of the chosen discipline readied, although they are not expended when the ability is used.
Superior Critical: At seventh level, the threat range of weapons associated with the Sublime Weapon Master's chosen discipline increase by 2. This stacks with the improved critical feat. He does not receive this bonus if he does not have at least four maneuvers of the chosen discipline readied, although they are not expended when the ability is used.
Quicken Maneuver: At ninth level, the Sublime Weapon Master may initiate maneuvers of the chosen discipline that require a standard action as a swift action instead.
Level
1
Base Attack Bonus: +1
Fort: +0
Ref: +2
Will: +2
Chosen Discipline
Perfect Strike
2
Base Attack Bonus: +2
Fort: +0
Ref: +3
Will: +3
Increased Multiplier 1/day
+1 Maneuver known
3
Base Attack Bonus: +3
Fort: +1
Ref: +3
Will: +3
Superior Weapon Focus
+1 readied maneuver
4
Base Attack Bonus: +4
Fort: +1
Ref: +4
Will: +4
Increased Multiplier 2/day
+1 Maneuver Known
+1 Stance Known
5
Base Attack Bonus: +5
Fort: +1
Ref: +4
Will: +4
Superior Weapon Specialization
6
Base Attack Bonus: +6
Fort: +2
Ref: +5
Will: +5
Increased Multiplier 3/day
+1 Maneuver Known
+1 Maneuver Readied
7
Base Attack Bonus: +7
Fort: +2
Ref: +5
Will: +5
Superior Critical
8
Base Attack Bonus: +8
Fort: +2
Ref: +6
Will: +6
Increased Multiplier 4/day
+1 Maneuver Known
+1 Stance Known
9
Base Attack Bonus: +9
Fort: +3
Ref: +6
Will: +6
Quickened Maneuver
+1 Readied Maneuver
10
Base Attack Bonus: +10
Fort: +3
Ref: +7
Will: +7
Increased Multiplier 5/day
Second Chosen Discipline
Hit Dice=d12
Base Attack=Fighter
Saves=Good Fortitude
Skill Points=2+Int
Class Skills=Climb, Concentration, Craft, Heal, Intimidate, Jump, Swim
Level 1:
Darkness:
For every 3 points of Damage the Dark Knight takes, he can deal an extra d6, maximum of half-class level.
At 12th Level, the Dark Knight may use this ability as part of a Full-Attack, but only with one attack.
Level 2:
Nil
Level 3:
Nil
Level 4:
Bonus Feat Endurance
Level 5:
Bonus Feat (Drawn from Fighter Bonus Feat list, includes specialization/supremacy)
Level 6:
Night Sword:
At 16th Level, You may infuse all your attacks in a Full Attack with this energy.
Night Sword cannot be used with Darkness/Soul Eater/Soul Crush
Level 7:
Nil
Level 8:
Bonus Feat Diehard
Level 9:
Soul Eater:
The Dark Knight may now use his Darkness ability as a Range Attack with a 100' Range as a Standard Action.
Level 10:
Bonus Feat (Drawn from Fighter Bonus Feat list, includes specialization/supremacy)
Negative Blade:
Level 11:
Nil
Level 12:
Mettle of Fortitude: If the Dark Knight passes a Fortitude save he suffers no effect, even if it was save for half. (Just like mettle for a Hex Blade, but only for fortitude)
Level 13:
Nil
Level 14:
Nil
Level 15:
Bonus Feat (Drawn from Fighter Bonus Feat list, includes specialization/supremacy)
Level 16:
Night Sword (Full Attack)
Level 17:
Nil
Level 18:
Nil
Level 19:
Nil
Level 20:
Soul Crush: A Dark Knight can now use his Darkness ability as a burst centered on him. The darkness expands outward 20' all those within take the indicated amount of damage, including allies (right now there is no save, should there be one?)
Bonus Feat (Drawn from Fighter Bonus Feat list, includes specialization/supremacy)
Fall of the Draco King Notes
My Characters:
Revamped Samurai:
Alignment: Lawful
HD: d10
Base Attack Bonus: As Fighter
Saves: Good Fortitude
Skills: 4+Int
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Nobility and Royalty) (Int), Ride (Dex), Sense Motive (Wis)
Level 1: Ancestral Daisho, Daisho Proficiency, Bonus Feat
Level 2: Combat Style, Bonus Feat
Level 3: Ki Boost (+2) 1/d
Level 4: Improved Iniative
Level 5: Fast Draw, Bonus Feat
Level 6: Stare Down
Level 7: Improved Combat Style, Ki Boost (+4) 2/d
Level 8: Bonus Feat
Level 9:
Level 10: Mass Stare Down
Level 11: Ki Boost (+6) 3/d, Bonus Feat
Level 12: Combat Style Mastery
Level 13:
Level 14: Improved Staredown, Bonus Feat
Level 15: Ki Boost (+8) 4/d
Level 16:
Level 17: Bonus Feat
Level 18:
Level 19: Ki Boost (+10) 5/d
Level 20: Aura, Bonus Feat
Ancestral Daisho:
All Samurai begin play with a katana and wakizashi-two masterwork weapons. These are weapons that belonged to the samurai's ancestors.
At anytime, a samurai may retreat and spend time in prayer to awaken the ancestor spirits within the weapon(s).
level 7: +2-8000Gp
level 9: +3-18000Gp
level 11: +4-32000Gp
level 13: +5-50000Gp
level 14: +6-72000Gp
level 15: +7-98000Gp
level 16: +8-128000Gp
level 17: +9-162000Gp
level 18: +10-200000Gp
A samurai must pay the amount in gold, or in equivalent items. This is the total for the plus, not the amount for each one. If the weapon is already a +1 then the samurai must only pay 6000 to make it a +2. 8000-2000=6000.
Exp is not required, only 1 day for every 1000 gp, and the requisite payment towards the spirits.
Combat Style:
A samurai of 2nd level learns to follow the path he has been taught, whether it be with both of his ancestral blades or just the spirit of his katana.
A samurai choose which style to follow of his own accord. A two-weapon receives two-weapon fighting as a bonus feat even if he does not have the prerequisites. A samurai may use this virtual feat even in heavy armor.
A samurai choosing to focus on his katana only receives the ability Rain of blades. This gives the samurai 1 extra attack at his highest base attack, but this attack and all others suffer a -2 on all attack rolls until the beginning of his next turn.
These benefits only work for the samurai's ancestral daisho.
Ki Boost:
Focusing his inner Ki, the samurai gains a boost to either his Strength of Dexterity for a number of rounds equal to 3+Charisma Modifier. The table above indicates the bonus and the number of times per a day this may be activated.
Improved Iniative:
Learning the art of warfare from a young age, the samurai learns to predict his opponents moves and times them for his own strikes. The samurai receives Improved iniative as a bonus feat.
Bonus Feat:
As fighter, and selected from the fighter bonus feat list.
Fast Draw:
Focusing in on his inner ki, the samurai studies the art of the Fast Draw (Iaijutsu), learning to strike swift, the samurai and draw his ancestral weapons in an instant. The samurai is considered to have quick draw for his ancestral daisho.
Staredown:
A samurai learns to strike fear into his foes with his mere presence. He can now use the intimidate skill to demoralize opponents and gains a +4 bonus on the check.
Improved Combat Style:
The samurai gains more reflection into his training of the arts.
Two-weapon gain Improved two-weapon fighting.
Those focusing on the katana, gain Storm of Blades, this gives the samurai an additional attack at his highest base attack, but all attacks suffer a -5 penalty when he strikes this quickly.
Mass Staredown:
A samurai has sufficient presence to strike fear into multiple enemies at once. He may now us use staredown against each foe within 30' as a single standard action.
Combat Style Mastery:
The pinnacle of a samurai's training.
Two-weapon gain greater two-weaon fighting.
Those focusing on the Katana reduce the penalties when fighting so quickly, the penalty is now -2 on all attacks.
Improved Staredown:
The samurai's presence is enough to give his foes pause. He may now use staredown as a move action (this applies to mass staredown as well).
Aura:
A samurai gains an aura matching his beliefs.
Those of the evil code, gain a fear aura, and those following the light of goodness, have an aura of awe.
(Ask about this when I reach 20th level samurai )
Fall of the Draco King Notes
My Characters:
The eidomancer is a sort of Platonic mage; eidos as in the theory of the forms. He is an arcane/divine spellcaster who imprints the essence of spell forms themselves into his mind instead of the studying or praying mojo of other classes. The spell retrieval and spell points granted by the class as well as the open spell list make it supremely versatile, though your spellcasting power is split between two mental ability scores (and the third also has to be high to really get good use out of the spell selection).
Versatility should come at a cost, is what I am saying. Multiple-Attribute-Dependency is not necessarily a cost.
It's probably balanced in 18-point-buy-games, and a fair bit too good in anything above that.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
So what should be the cost, eh? The idea of using int, wis and cha for the respective aspects of spellcasting was actually the first concept in the development of the class. At least pretty often that's a significant drawback, but you're right that it depends on the starting stats you're given. Perhaps the extra class abilities are not as needed.
I don't know, it's just that classes able to pick spells off of weird spell lists are generally broken. Just take a look at Telflammar Shadowlord's Improved Invisibility at level 2 to see where I'm coming from.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
The favored spell thing seems like a workable idea. It's just that composing a new class spell list is sort of a pain in the ass.