PRAETORA rebalance effort of the CW SamuraiINTRODUCTION 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 SkillsThe 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:Class skills that are in bold are the original Samurai's class skills.
The selection of new skills is notable in that they all greatly aid the Praetor's ability to investigate. The downside is, he lacks athleticism, stealth and the ability to track, all of which are possible key skills to take on certain hideouts. 6 skill points is quite high for a melee class, however. This makes it possible to maximize his most important skill, Intimidate, at all times, without having to take more points in Int.
Hit Dice: d10
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +0 | +2 | Combat Arts, Combat Tactics |
2nd | +2 | +3 | +0 | +3 | - |
3rd | +3 | +4 | +1 | +3 | - |
4th | +4 | +4 | +1 | +4 | - |
5th | +5 | +4 | +1 | +4 | Imperious Command |
6th | +6/+1 | +5 | +2 | +5 | Combat Arts |
7th | +7/+2 | +5 | +2 | +5 | Refined Tactics |
8th | +8/+3 | +6 | +2 | +6 | Thorough Inspection |
9th | +9/+4 | +6 | +3 | +6 | - |
10th | +10/+5 | +7 | +3 | +7 | Refined Tactics |
11th | +11/+6/+1 | +7 | +3 | +7 | Combat Arts |
12th | +12/+7/+2 | +8 | +4 | +8 | Overwhelming Terror |
13th | +13/+8/+3 | +8 | +4 | +8 | Refined Tactics |
14th | +14/+9/+4 | +9 | +4 | +9 | - |
15th | +15/+10/+5 | +9 | +5 | +9 | - |
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Refined Tactics |
17th | +17/+12/+7/+2 | +10 | +5 | +10 | - |
18th | +18/+13/+8/+3 | +11 | +6 | +11 | - |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Refined Tactics |
20th | +20/+15/+10/+5 | +12 | +6 | +12 | - |
Comments:The increase in Will Saves is an attempt to keep the Praetor from getting Wis and make him even more MAD.
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:The bastard sword proficiency is retained for the original flavor. It's still one of the better dual-wielding weapons in core, aside from double weapons.
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 | Action | Cost |
1st | Staredown | 1 |
2nd | Focus Attack | 1/hit* |
3rd | Mass Staredown | 2 |
4th | Unrelenting Strike | 1/hit* |
5th | Axiomatic Strike | 2 |
6th | Parry | 2 |
6th | Counter Attack | 1** |
7th | Anticipation | 3 |
* Costs only 1 tactical action on all off-hand attacks
** Costs no tactical action if fighting with two weaponsStaredown (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 | Archery | Dual Wielding | Specialization |
1st | Precise Shot | Two-Weapon Fighting | Weapon Focus |
6th | Far Shot | Improved Two-Weapon Fighting | Improved Critical |
11th | Improved Precise Shot | Greater Two-Weapon Fighting | Weapon 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:And here's also my answer to the more common fear-immune monsters in the later adventures, although the ability itself appeared rather late. With this skill, even constructs can feel fear and be subject to the Unrelenting Strikes class feature. It's truly supernatural.
ENDING COMMENTS...maybe later.[/list]