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Messages - Antheon

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1
Homebrew and House Rules (D&D) / Re: Guide to Homebrewing
« on: June 26, 2012, 08:20:35 AM »
Not gonna lie, I lol'd. Also, this should be a sticky.

2
Homebrew and House Rules (D&D) / Re: Antheon's Praetor [WIP][3.5]
« on: April 15, 2012, 04:03:52 AM »
woops, i posted a quote instead of fixing my post above. brb, looking for the delete button

Edit: no delete button or did I fail my search check? ;o

3
Homebrew and House Rules (D&D) / Re: Antheon's Praetor [WIP][3.5]
« on: April 14, 2012, 10:13:47 PM »
Updated. Praetor now makes use of Tactical Actions which is inspired by the Knight's Challenge features. Some of my previous features are now such actions. As a whole, the Praetor is still incomplete particularly in later levels.

4
Updated. If you're wondering why 1/3 of the class is missing a huge chunk of class features, well...

FFFFFFFFFFFFFFFFFFFFFF-- I cannot think anymore! I need rest! I'll return to this when I have more time to think about it.

So far, I've only managed to take Garryl's advice into consideration and added a few more class features while scrapping some others. But really, I'm tired and I just really can't finish it in one night. In the meantime, please do critique what's already up there.

5
Overall, I'm sorry, but this is very, very poor.  Though not the worst Samurai attempt I've seen in the past 2 minutes.

That's fine. This is why it's posted here. Thanks for your input though.

6
Those skills are really weird for a melee combatant. Only one Str, Dex, or Con-based skill on the list (Ride). With lots of skill points and a very short skill list, expect a lot of Praetors to take the exact same skills (Intimidate, Spot, Listen, Tumble via the Cityscape ACF, and Diplomacy).

I wanted something different for my campaign, I guess. Since my group failed a mystery adventure last time...I could say I'm still not over it. Rofl. Well I suppose I can add a few Str/Dex-based skills.

Is this supposed to be called Staredown instead? That's what's on the table, and there are Mass and Improved Staredown abilities, but not a basic Staredown.

Oh sorry, that was a typo too. I had a different version of Intimidating Form but I scrapped it.

Woot! 5x Cha to damage and attack rolls! Automatically make all enemies you could ever intimidate shaken or worse (they have to roll a 1 some time)!
... No? Not what you meant? It's a limited/day smite thing, not a permanent boost to all your attacks that improves every 4 levels? It's not changing the action required to demoralize an opponent from a standard action to a free action? Oh. You should probably work on your wording, then.

Rewording it. Maybe give it a better damage boost.

Given a general lack of bonus damage, you'll usually be more effective ignoring these feats entirely and just using a two-handed weapon. If you want TWF to be viable, you need to give it something to actually build on. Bonus damage is the usual thing (hence why all Rogues seem to use TWF). If you can think of other ideas that build upon making lots of attacks, those can work as well.

Will do. Actually, I was thinking of putting in some archery-based skills too.

This shouldn't come any later than level 6 (the earliest level most characters can take the feat normally, since you don't get a feat at 5th when you finally get your 8th Intimidate rank), or should have a clause that lets you get another feat instead if you already have Imperious Command.

Earlier it is then.

Nice to be able to do it at will and out to 30 feet, but the Never Outnumbered skill trick has let you demoralize multiple foes at once 1/encounter since level 5 already. And it's based on your normal action to demoralize, so you could have been doing it as a move or swift action already (see below).

...

There's a +1 equivalent armor enhancement that does this already, and Zhentarim Fighters have been doing it as a swift action since level 9.



"resists" should be "resist", but that's just a typo. And it's "shaken", not "shakened". Any reason the DC is 20+Cha instead of the usual 10 + level/2 + stat that most abilities from class features use?
Bit of a "too little, too late" deal. By 15th level, Mind Blank is available, so fear effects just don't work. Not never, but it's going to be a very rare occurrence. General fear immunity has been getting more and more common for the past few levels anyways.

It was one of the original class features and I thought it was kinda cool (though really crappy as a high leveled class feature) so I left it. Not wanting to put it any earlier though so I might just scrap it or rework it.

Too little, too late. At 18th level, +4 damage is a drop in the bucket. And when it's this conditional AND is all you have, it's worth even less.

I guess I could add it to the Smite.

Great! Or at least it would be if it came earlier. A nigh-capstone ability should be far more than just saying "I can actually do my main shtick... some of the time."
What's with the unusual save DC? These kinds of things are usually 10 + level/2 + stat, or sometimes 20 + stat for things that only come at ~20th anyways. Having an unusual DC isn't necessarily wrong, but it begs for justification (even if that justification is just because you felt like doing it that way).

Earlier it is then and changing the DC.

Nope. The Praetor does exactly the same things the Samurai did, and nothing more. The TWF is still useless (albeit minutely less so), and the intimidation is still potent (albeit ever so slightly more reliable). You still can't do anything else.

If you took everything you have here, condensed it into the first ~10 levels, and then added some more class features that were powerful and relevant to high level play to fill up the last 10 levels, you might have something good. But right now, your class is hovering at the middle of Tier 5 (possibly the bottom of Tier 4 due to the technicality of doing one thing well).

I'll take it into consideration. I'll see if I can think of anything more later at night. In the meantime, Happy Easter. :)

7
Homebrew and House Rules (D&D) / Antheon's Praetor [WIP][3.5]
« on: April 07, 2012, 11:56:18 AM »
    PRAETOR
    A rebalance effort of the CW Samurai

    INTRODUCTION

    The Samurai had me thinking the most, out of all the classes out there. I think I revised the Samurai for like 5 times or something. A lot of times I ended up making an entirely new class instead of actually reworking the already existing class. However, there was one that was much closer to the original content, it's just that I still really can't call them the Samurai anymore.

    The name Praetor was partially inspired by the fact that Praetor Fenix of StarCraft uses two Psi-blades like all Zealots do. However, that's pretty the only thing they have in common. They don't have anything in common with the Praetorial Guard of Ancient Rome, except I guess for the fact that they're lawful (or supposed to). However, this is really the only other name I could think of at the moment. On the upside, it does sound better on my mostly Western-based campaign than a Samurai would.

    CLASS SUMMARY AND DIFFERENCES

    Here's a list of differences from the original base class:
    • Expanded the list of class-skills
    • Skill point progression is increased to 4 points per level (formerly 6 points per level)
    • Will saves changed to good progression
    • Multiclassing restrictions no longer apply
    • Bonus feats are longer restricted to the daisho
    • Bonus feats are now similar to the Ranger's bonus feats
    • Bonus feats are now taken earlier
    • No longer gains Improved Initiative and Quick Draw
    • Gains Imperious Command bonus feat
    • Frightful Presence no longer exists
    • New abilities are now available

    MAKING A PRAETOR

    Abilities: Strength increases damage and ability to hit, Constitution for HP, Charisma for Smite and fear-based abilities
    Races: Humans are common Praetors although Elves and Half-elves exist. Other races rarely become praetors
    Alignment: Any Lawful
    Starting Gold: As Paladin
    Starting Age: As Paladin

    Multiclassing: Praetors do not have a multiclass restriction, as long as they remain lawful.

    Ex-Praetors: Praetors who become unlawful loses all of their intimidation and fear-based abilities and cannot take any more levels as a Praetor unless he atones. He may still take levels in the Ronin prestige class to regain some of his abilities.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Architecture) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis) and Swim (Str).

    Skill Points at 1st Level: (6 + Int) * 4
    Skill Points at Each Additional Level: 6 + Int

    Comments:
    (click to show/hide)

    Hit Dice: d10


    Level   
    Base
    Attack Bonus
    Fort
    Save   
    Ref
    Save   
    Will
    Save   

    Special
    1st+1+2+0+2Combat Arts, Combat Tactics
    2nd+2+3+0+3-
    3rd+3+4+1+3-
    4th+4+4+1+4-
    5th+5+4+1+4Imperious Command
    6th+6/+1+5+2+5Combat Arts
    7th+7/+2+5+2+5Refined Tactics
    8th+8/+3+6+2+6Thorough Inspection
    9th+9/+4+6+3+6-
    10th+10/+5+7+3+7Refined Tactics
    11th+11/+6/+1+7+3+7Combat Arts
    12th+12/+7/+2+8+4+8Overwhelming Terror
    13th+13/+8/+3+8+4+8Refined Tactics
    14th+14/+9/+4+9+4+9-
    15th+15/+10/+5+9+5+9-
    16th+16/+11/+6/+1+10+5+10Refined Tactics
    17th+17/+12/+7/+2+10+5+10-
    18th+18/+13/+8/+3+11+6+11-
    19th+19/+14/+9/+4+11+6+11Refined Tactics
    20th+20/+15/+10/+5   +12+6+12-
    Comments:
    (click to show/hide)

    Weapon and Armor Proficiencies: The praetor is proficient with all simple and martial weapons and the bastard sword. He is proficient with all types of armor but not shields.

    Comments:
    (click to show/hide)

    Combat Tactics (Ex): At 1st level, a praetor can do special actions during combat rounds. The praetor can do a number of tactical actions per day equal to 5 + Class Level + Int modifier. As the praetor's level progresses, he gains additional actions to choose from.

    Level   ActionCost
    1stStaredown1
    2ndFocus Attack1/hit*
    3rdMass Staredown2
    4thUnrelenting Strike   1/hit*
    5thAxiomatic Strike2
    6thParry2
    6thCounter Attack1**
    7thAnticipation3

    * Costs only 1 tactical action on all off-hand attacks
    ** Costs no tactical action if fighting with two weapons


    Staredown (Ex): At 1st level, the Praetor can demoralize a single opponent as a move action. This ability costs 1 tactical action.

    Focus Attack (Ex): At 2nd level, the Praetor can use his Concentration check in place of a single attack roll as a free action. He may not add his Str or Dex modifiers to the skill check. The check is then treated like a normal attack roll. This ability costs 1 tactical action for each roll. If the Praetor is fighting with two weapons, he needs only 1 tactical action to grant focus attack on all his off-hand attacks. If the focus attack roll threatens a critical hit, the Praetor rolls a Concentration check to confirm the critical hit without having to use a tactical action.

    Mass Staredown (Ex): At 3rd level, the Praetor can demoralize all opponents within 30 feet as a standard action. This ability costs 2 tactical actions.

    Unrelenting Strike (Ex): At 4th level, the Praetor may add 1d4 points to his damage roll as a free action. If the praetor uses a full attack or any other ability that allows multiple hits in the same round, he may add an additional 1d4 damage per successful hit after the first. This ability costs 1 tactical action for each attack. If the Praetor is fighting with two weapons, he needs only 1 tactical action to grant additional damage on all his off-hand attacks.

    Axiomatic Strike (Su): At 5th level, the Praetor may treat his all his attacks as Lawful for 1 round for the purpose of dealing damage against creatures with damage reduction. This ability is a swift action that costs 2 tactical actions.

    Parry (Ex): At 6th level, the Praetor may use an immediate action to parry a single incoming melee attack. The Praetor must make an attack roll against the opponent's opposing attack roll. If the result equals or is greater than the opponent's roll, the praetor does not take damage. If the Praetor is fighting with two weapons, he may assign either his primary or off-hand weapon to parry an attack. This ability costs 2 tactical actions.

    Counter Attack (Ex): After the Praetor makes a successful parry, he may immediately make a counter attack a free action. If the counter attack successfully hits an opponent doing a full attack, the opponent must make a Fortitude save (DC 10 + damage taken) or be forced to cancel his attacks. The counter attack costs an additional 1 tactical action. If the Praetor is fighting with two weapons, he may attack with his free hand without using a tactical action.

    Anticipation (Ex): At 7th level, the Praetor may use a full-round action to gain additional attacks of opportunity for 5 rounds. The number of additional attacks of opportunity depends on his Concentration check. The Praetor may not use the same ability during the rounds when this ability is active. This ability costs 3 tactical actions and stacks with Combat Reflexes.

    Check
    Results   
    Extra Attacks
    of Opportunity
    0-9*0
    10-19+1
    20-29+2
    30-39+3
    40-49+4
    50++5

    * If the result is 0-9, the Anticipation ability is not active for 5 rounds but will still use up tactical action usage per day.

    Combat Arts (Ex): Starting at 1st level, the Praetor must choose a discipline to train with. He then gains bonus feats at 1st, 6th and 11th levels, even if he does not meet the requirements. The disciplines are Archery, Dual Wielding and Specialization*. The Praetor cannot change his discipline once chosen. If the praetor has taken the same feats granted the levels before, he gains Weapon Focus feat** instead.

    * The Praetor may choose to specialize two weapons and cannot be changed once chosen.
    ** The Praetor may choose any weapon for this feat. If Specialization was chosen, he gains  Weapon Focus for each feat already taken.


    Level   ArcheryDual WieldingSpecialization
    1stPrecise ShotTwo-Weapon FightingWeapon Focus
    6thFar ShotImproved Two-Weapon Fighting   Improved Critical
    11thImproved Precise Shot   Greater Two-Weapon FightingWeapon Specialization

    Imperious Command (Ex): At 5th level, the Praetor is considered to have the Imperious Command Feat even if he does not meet the requirements.

    Refined Tactics (Ex): At 7th level and every 3 levels after, the Praetor may may choose a single combat tactic to improve its effects. Each tactic can only be improved twice.

    Staredown: Demoralize as a swift action (1st upgrade) or immediate action (2nd upgrade) instead.

    Focus Attack: Add Str or Dex bonus to the check (1st upgrade). +4 bonus on Concentration check (2nd upgrade).

    Mass Staredown: Demoralize as move action (1st upgrade) or swift action (2nd upgrade) instead.

    Unrelenting Strike: Adds 1d6 damage (1st upgrade) or 1d6+2 damage (2nd upgrade) instead.

    Axiomatic Strike: Costs 1 tactical action instead (1st upgrade). Deals double damage against Chaotic creatures (2nd upgrade).

    Parry and Counter Attack: Parrying costs 1 tactical action instead (1st upgrade). Counter attack even if the parry fails (2nd upgrade).

    Anticipation: Anticipate as a move action (1st upgrade). +4 bonus on Concentration check (2nd upgrade).

    Thorough Inspection (Ex): At 8th level, the Praetor may add half of a Concentration check to the following skill checks: Appraise, Decipher Script, Listen, Search and Spot. In addition, the skill check (both Concentration and the selected skill) cannot fumble on a natural 1 though may still fail if the check is still low enough. The Praetor may only add his check once per day per skill chosen.

    Overwhelming Terror (Su): At 12th level, a creature normally immune to fear must make a Will save (DC 20 + 1/2 Praetor class level) whenever the Praetor attempts to strike fear to the target in any way or form. If the creature fails, the fear attempt will proceed as normal as if the creature does not have immunity to fear. Creatures who successfully makes the save cannot be affected by the same ability for 24 hours.

    Comments:
    (click to show/hide)

    ENDING COMMENTS

    ...maybe later.[/list]

    8
    Introduce Yourself / 'sup
    « on: April 07, 2012, 09:05:11 AM »
    I'm Antheon, a casual 3.5e player and newbie DM. Casual because I haven't really played the game all that long and I still suck at certain aspects. For example, to say my most recent adventure (as a player) ended badly is an understatement. ^^;

    I've also been lurking around the forums since last year, particularly taking note of the tier list and tweaks of the classes. Actually, that's why I'm here for. I made a good number of changes to a lot of classes for my campaign and I was hoping a dedicated group would help me improve them if I need help.

    One last thing: nice to meet you. :)

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