Showing posts with label 3.75 Update. Show all posts
Showing posts with label 3.75 Update. Show all posts

Monday, June 22, 2009

3.75 Update General Policy

I've put up a few updates to 3.5 classes that weren't core classes and were inadequate in the 3.75 (or in some cases, the 3.5) environment. I feel that making my approach more clear may help answer some questions about the changes I've made.

Rule #1
Mastery Is Achieved When There Is Nothing Left To Take Away
If a mechanic never comes up or almost never comes up, I don't see much point to devoting the space to it. Likewise, if a mechanic is needlessly complex, I see no reason to implement it, especially if there's a simpler way of doing it.
Example:
Grace (Swashbuckler): Grace adds a total of +3 to the Swashbuckler's Reflex Save. This is a typeless bonus. It only applies when the Swashbuckler is unencumbered by weight or armor. Unlike having a good reflex save, it doesn't help the character qualify for Prestige Classes, and it only gives half the bonus, and then only during certain scenarios. This ability is narrow and convoluted.

Rule #2
Only Zombies Have Dead Levels
Using the Core classes from 3.5, Level 5 was all over the place. The Wizard and Cleric gained the ability to fly, to launch fireballs, and to create zombies. The Fighter got a point of base attack. The goal in 3.75 updates is that no class should ever have a "dead" level, i.e., a level with no class features. In general, gaining spells known doesn't count as a feature, but opening up a new spell level does. In the case of Classes like the Warlock and Wilder, where spells (or the equivalent) are learned infrequently, they do count as a class feature. Likewise, special spells that are granted infrequently (like the Exotic Learning on my 3.75 Wu Jen) also count. The difference is largely whether I feel what's given at a level is something to look forward to. Note that class features need not all be great; sometimes you get Smite Evil, and sometimes you get Trap Sense. This is largely done for balance purposes, and is balanced against the idea of "something to look forward to."
As a side effect, making sure every class gets something at every level also makes Racial Hit Dice more significant. I know a die of Monstrous Humanoid in 3.5 was really no worse than an odd level in Fighter.
Example:
Swashbuckler Dodge Bonus. +1 to AC isn't exactly earth-shattering, but it's nice to have. Plain and simple.

Rule #3
There Are Non-Casters Above Level Ten
3.5 was notorious for some classes simply not being viable above a certain level. The Epic Level progressions for Fighter and Ranger were somewhat naive, as even by level 15, a straight Fighter would find himself so far behind the casters that he could never catch up. While I don't want every class to be as powerful as a Wizard at level 15 (because few are as weak as a Wizard at level 1) I feel that every class should at the very least be able to do something neat, something that makes a player want to take it up that high. A factor here is that getting to level 20 is not something most people do (I like the idea that most people are levels 1 to 6), and reaching that level of personal strength should allow some pretty impressive stunts.
Example:
Dancing on Sabres (Extraordinary Style Crowning Achievement). This ability is not the most powerful ability, but it's really freaking cool. Nothing quite shows the effortless grace of a Swashbuckler like hopping up onto a foe's weapon and laughing at him as he tries to shake you off, chopping bits off him all the while.

Rule #4
Superman Is Not Level 6
By the same token, the first five levels are the most important to watch. These are the levels where casters should be the shakiest and fighters should still be watching their backs. Not only can a class that's too powerful at low level cause problems in a lower level game, it can cause problems when it gets multiclassed in a midlevel game.
Example:
My original draft of Samurai gave it an ability called Iajutsu Strike that gave him an attack dealing +3d6 on attack at will as a standard action. At level 6, this wasn't as bad; while the other warriors are making 2 attacks, he's still only making one, but the tactical abilities of a standard action showed me the reason this mechanic was difficult to balance was because it wasn't balanced. Hence I took the class in another direction.

Saturday, June 20, 2009

3.75 Update: Ronin


In most cases, I won't be updating Prestige Classes; part of the point of 3.75 was to make the base classes worth taking to level 20, so amping up Prestige Classes just promotes power creep. However, the Ronin is a special case because of his link to the Samurai.

Role: The Ronin is a warrior who has forsaken his code of honor, and fights for himself. He is thus classes as a Striker.
Abilities: The Ronin values Strength to aid him in melee combat. His own rage, represented through his Charisma score, is also important to the Ronin.
Hit Die: d10


BECOMING A RONIN
Alignment:
Any non-lawful
Feats: Weapon Focus (any melee weapon), Any 1 additional Combat feat.
Base Attack Bonus: +6
Special: If the character possesses any levels in a class that requires a Code of Conduct, he must have committed a breach of at least one such code. Otherwise, he must have either committed an action or been born into a situation in which he has been cast out from a particular group.

Class Skills: Bluff, Climb, Craft, Handle Animal, Intimidate, Knowledge (History, Nobility, and Religion only), Linguistics, Perception, Profession, Ride, Sense Motive, Stealth, Survival, Swim
Skill Points Per Level: 4+INT
Base Attack Bonus: Full (as Fighter)
Good Save: Fortitude
Bad Saves: Reflex, Will
Weapons and Armor Proficiency: A Ronin is proficient with all simple and martial weapons. He gains no other new proficiencies.

Class Features
1-Infamy, Sneak Attack +1d6, Fury (Bloodlust)
-Infamy (Ex):
A Ronin is, for better of for worse, marked as an Outcast. When dealing with an NPC member of the organization that has cast him out, that NPC's default attitude regarding him is automatically one category lower. In addition, the DCs of all Bluff, Diplomacy, and Intimidate checks made to influence that NPC out of combat are doubled. Infamy does not affect attempts to demoralize in combat. Furthermore, the organization he has been cast out of will watch the Ronin actively if he enters their sphere of influence (as determined by the DM). Certain individuals or organizations may sympathize with the Ronin (usually opponents to the organization that has cast him out), and the DM may choose to grant a +4 bonus to Bluff, Diplomacy, and Intimidate checks to the Ronin when dealing with such individuals outside of combat.
-Sneak Attack (Ex): For a Ronin, fights are rarely fair on the side of his foes, and he adapts his style accordingly. Whenever a Ronin hits an opponent who is flanked (whether by the Ronin or not) or who is denied their Dexterity bonus to Armor Class, he deals an additional 1d6 damage. Sneak Attack is a precision attack and therefore is only functional if the Ronin can aim his blows properly and thus any attacks must be made within 30 feet of his target. Likewise, any foe that does not possess weak spots (such as those immune to critical hits) is immune to Sneak Attack. When attacing a foe with Uncanny Dodge, use the Ronin's class level as his effective Rogue level. If the Ronin already has sneak attack, the bonus damage stacks. A Ronin gains an additional d6 of Sneak Attack every 3 levels (1st, 4th, 7th, and 10th).
-Fury: The Ronin is either a defiler of justice or a victim of it. As such, he has a deep-seated rage that brews within him that he may release when he sees fit. This well of anger is represented in game with a pool of points called Fury. A Ronin has a number of Fury points available each day equal to his class level plus his Charisma modifier. He may spend these points using abilities he gains as he progresses.
-Bloodlust (Ex): As long as he as least one point in his Fury pool, a Ronin's barely-suppresed rage lends him a willingness to fight, adding half his class level (minimum +1) to Initiative checks.
2-Bonsai Charge
-Bonsai Charge (Ex):
A Ronin's fury can lead him toward a battlefield presence that is both reckless and relentless. Whenever a Ronin charges, he may take a penalty to his armor class up to his class level, including the normal -2 penalty for charging. If his attack (or attacks, if he possesses the ability to make multiple attacks after a charge) hits, he deals an amount of bonus damage per hit equal to the penalty he has accepted. A Ronin cannot take a penalty that is less severe than -2 using this ability. This bonus damage and AC penalty remain in effect until the beginning of the Ronin's next turn. Using a Bonsai Charge does not cost Fury, but a Ronin cannot use a Bonsai charge unless he has at least 1 point available in his Fury pool.
3-Furious Attack
-Furious Attack (Su):
At level 3, a Ronin may channel his fury into a melee attack. Declaring a Furious Attack is a free action performed as part of an attack roll. A Furious attack may be made only once per round and costs 1 point from the Ronin's Fury pool. If a Furious attack hits,the Ronin deals +1d6 fire damage per two class levels. In addition, a Furious attack overcomes any Damage Reduction the foe might possess.
4-Sneak Attack +2d6
5-Bonus Feat
, Fury (Vendetta)
Bonus Feat: A Ronin's combat style improves constantly. He may choose a bonus Combat Feat at levels 5 and 9. He must meet all prerequisites for that feat.
-Vendetta (Su): A Ronin reacts violently to thus who have acted violently against him. Whenever a foe deals a Ronin hit point damage, he gains a +1 morale bonus to attack and damage rolls against that opponent until the end of the Ronin's next turn. This ability only functions if the Ronin has at least 1 point available in his Fury pool.

6-Filled With Fury
-Filled With Fury (Su):
Upon reaching level 6, a Ronin can let his Fury overcome him. Becoming Filled With Fury is a Swift action that costs 1 point of Fury. He may then maintain this state as a free action for the cost of 1 point of Fury each round. While Filled With Fury, a Ronin gains a +2 bonus to his Strength and Constitution scores and may make one additional attack as part of a full attack. Being Filled With Fury interferes with his thought processes, and a Ronin in such a state is under all the limitation of a Barbarian in a state of Rage. In addition, a Ronin's Fury must have a target; he automatically drops out of this state at the end of a round in which he made no attack rolls. When a Ronin ceases to be Filled With Fury, he is fatigued for one minute. If a Ronin falls unconscious (including sleep or death) while Filled With Fury, the state ends immediately. A Ronin cannot become Filled With Fury while fatigued.
7-Sneak Attack +3d6
8-Fell The Weak
Fell the Weak (Su):
A Ronin knows that, when faced with multiple foes, it is often better to kill one than to wound several. As such, a Ronin becomes keenly aware of which foes are close to death and becomes skilled at dispatching them. As a swift action, a Ronin may assess the health of a foe within 30 feet. All this assessment tells him is whether the foe he is assessing has hit points below one-quarter total (as a yes or no question. This ability does not tell the Ronin the foe's hit point total or any other information).
Whether or not a foe has been assessed, a Ronin may attempt to kill a weakened foe. He spend 1 extra Fury on a Furious Attack against a foe he believes to posses one-quarter or less of their normal hit point total. If the attack hits and the foe has the required amount of hit points, the attack does double damage. If the attack was a Sneak Attack or had any other variable damage amounts, these abilities are also doubled. If the foe possessed too many hit points, the attack deals damage as a normal Furious Attack. If the attack misses, the Fury is lost to no effect.
9-Bonus Feat, Fury (Scorn)
-Scorn (Su): A Ronin's fury lets him ignore lesser blows. Whenever a Ronin of level 9 or higher is dealt damage of any kind that is equal to or less than the amount of Fury left in his pool, that damage is negated.
10-Sneak Attack +4d6, Killing Strike
-Killing Strike (Su):
A Ronin understands that sometimes a foe must be felled before they are a threat. At level ten, he can exercise deadly precision as none other. When he make a Furious Attack that qualifies for Sneak Attack damage, he may spend 2 extra points of Fury to attempt a Killing Strike. If he does so and the attack hits, all damage dice in the attack (including Furious Attack, Sneak Attack, the weapon's die, and additional enhancements on the weapon) are maximized. If Ronin is attempting to Fell the Weak, all damage is maximized and then doubled.

Ex-Ronin
Should a Ronin become Lawful, his Fury is subdued. His Fury pool empties and cannot refill until he ceases to be Lawful.

Ronin and Ex-Samurai
The Ronin and the Samurai are classes that are permanently linked. If a disgraced Samurai gains a level in Ronin, he may treat his Fury pool as it were a Kiai pool. However, Fury is distinctly different from Kiai; any time a Kiai ability being fueled by Fury would reference the Ronin's Wisdom, it references his Charisma instead.
Becoming a Ronin has an added effect for Ex-Samurai; to take up the mantle of the Ronin is to formally reject his status as a Samurai. Once an Ex-Samurai has taken a level of Ronin, he can never again gain another level of Samurai, and can never again atone for his actions.

Tuesday, June 16, 2009

3.75 Update: Swashbuckler


Role: The Swashbuckler can be classed as a “striker,” dealing large amounts of damage but lacking in resiliency. The Swashbuckler also has the social skills to function as a party “face.”
Abilities: The Swashbuckler is dependent on a high Dexterity score for both defense and offense. Swashbucklers also benefit from a high Intelligence, and Constitution will improve a Swashbuckler’s staying power in combat.
Alignment: Any. More Swashbucklers are chaotic than lawful, but no particular ideology is required.
Hit Die: d10
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Profession, Sense Motive, Spellcraft (Supernatural only), Swim, Use Magic Device (Supernatural Only)
Skill Points per Level: 4+INT
Base Attack Bonus: Full (as Fighter)
Good Saves: Fortitude, Reflex
Bad Save: Will
Weapons and Armor Proficiency: A Swashbuckler is proficient with all simple and martial weapons and with light armor. She is not proficient with shields.

Class Features
1-Weapon Finesse, Exploits 1/encounter -Weapon Finesse (Ex): A Swashbuckler gains Weapon Finesse at level one, whether or not she meets the prerequisites.
-Exploits (Ex): Through sheer bravado and force of will, a Swashbuckler is able to achieve feats of death-defying bravery—and sometimes, stupidity. This manifests in game terms via the use of Exploits.
Using an Exploit is a free action that can be used whenever the Swashbuckler rolls a d20. If the Swashbuckler elects to use an Exploit, she rolls 1d6 and adds the result to her d20 roll as a competence bonus. If the Swashbuckler has more than one Exploit available, she may spend as many Exploits on a single roll as she wishes, but since they are all competence bonuses she will only receive the result of the highest roll. Exploits are refreshed after one hour of downtime.
Initially, a Swashbuckler can use only one Exploit per encounter. This total increases to two per encounter at level two and one additional Exploit per encounter every three levels after that.
2-Basic Combat Style, Exploits 2/encounter
-Combat Style:
A Swashbuckler is nothing if not stylish, and so at level two she begins to develop a fighting style all her own. A Swashbuckler may choose between two fighting styles, the Extraordinary Style and the Supernatural Style.
-Extraordinary Style (Ex): The Swashbuckler becomes a master of acrobatic combat. Upon selecting Extraordinary Style, the Swashbuckler may immediately select a bonus feat from the following list. She must meet all prerequisites for that feat:
Acrobatic, Agile Maneuvers, Athletic, Caught-Off Guard, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapons Proficiency (Finesseable weapons only), Improved Critical (Finesseable weapons only), Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Quick Draw, Run, Skill Focus (class skills only), Two-Weapon Fighting, Weapon Focus (Finesseable weapons only).
In addition, the Swashbuckler chooses a number of class skills equal to her Intelligence modifier (minimum 1) in which she has at least 1 rank. The Swashbuckler gains a +4 bonus to checks involving each of these skills and may take a 10 on these skills, even if distractions would normally prevent her from doing so. Both these abilities are lost whenever the Swashbuckler is wearing armor heavier than light, using a shield, or carrying a medium or heavy load.
-Supernatural Style (Su): The Swashbuckler learns to dabble in the arcane arts, intermixing spell and sword. While her spell selection would be considered pitiful by any dedicated arcanist, what little magical aptitude she has is obtained at no expense to her martial training. Upon selecting the Supernatural Style, the Swashbuckler chooses one cantrip and one first level spell from the Sorceror/Wizard spell list. She can then cast this spell as a spell-like ability at will, but within certain limitations. She may cast a total number of spells this way each day equal to half her class level. Cantrips do not count against this limit; all spells of level 1 or higher do. Her caster level is equal to her Swashbuckler level, and any save DCs of the spell use her Intelligence modifier. Though these abilities are spell-like, they still require a certain degree of mobility from the Swashbuckler, and thus take Arcane Spell Failure Chance from armor heavier than light armor as well as from shields.
In addition, the Swashbuckler adds Spellcraft and Use Magic Device to her list of class skills.
3-Insightful Strike
-Insightful Strike (Ex):
A Swashbuckler uses her head in combat, picking out weak points on her foe, be they vital organs, load-bearing joints, or some other obvious weak spot. Starting at level 3, a Swashbuckler adds her Intelligence bonus to weapon damage rolls. This bonus does not apply against foes who are immune to critical hits or if the Swashbuckler is using a weapon unaffected by the Weapon Finesse feat. If a Swashbuckler has selected the Supernatural Combat Style, she may also use this ability when casting spells that deal hit point damage and require an attack roll.
4-Dodge Bonus +1
-Dodge Bonus (Ex):
A Swashbuckler relies on being unfettered in combat to put her abilities to best use, and so she learns to defend herself without cumbersome armor. As long as a Swashbuckler is wearing no armor heavier than light, not using a shield, and is not carrying a medium or heavy load, she gains a +1 Dodge bonus to Armor Class. This bonus increases by 1 every four levels. This bonus is lost whenever the Swashbuckler is denied her Dexterity bonus to AC.
5-Exploits 3/encounter
6-Acrobatic Charge

-Acrobatic Charge (Ex):
A level 6, a Swashbuckler gets more creative with her use of charges. From level 6 onward, she can make a charge across rough terrain that normally would slow her movement or through allies. She may still be required to make an Acrobatics check to charge successfully, depending on the circumstances involved.
7-Improved Combat Style
-Improved Combat Style:
At level 7, the Swashbuckler’s combat style improves.
Extraordinary Style (Ex): The Swashbuckler gains an additional bonus feat from Extraordinary Style list. She must meet the prerequisites for that feat. In addition, she add her Intelligence modifier to her Combat Maneuver Bonus (minimum +1) as long as she is only lightly armored, and is not using a shield or under a medium or heavy load.
Supernatural Style (Su): The Swashbuckler adds a 2nd level and a 3rd level Sorceror/Wizard spell to her repertoire.
8-Exploits 4/encounter, Dodge Bonus +2
9-Seduction
-Seduction (Ex): Swashbucklers have a lascivious way of learning secrets. Starting at level 9, she can use the Bluff skill in place of a Diplomacy check. She can also use Bluff to replace a failed Diplomacy check made by herself or a member of her party, albeit at a -4 penalty. Using Seduction to gather information takes twice as long as using Diplomacy.
10-Heroic Exploits
-Heroic Exploits (Ex):
As her adventures continue, a Swashbuckler learns how to push the envelope on her daring and recklessness. Starting at level 10, whenever she uses an Exploit, she may roll 2d6 and use whichever die is higher as her result.
11-Exploits 5/encounter
12-Advanced Combat Style, Dodge Bonus +3
-Advanced Combat Style:
By level 12, the Swashbuckler’s fighting style has begun to approach true mastery.
Extraordinary Style (Ex): The Swashbuckler gains another bonus feat from the Extraordinary Style list. She must meet the prerequisites for that feat. In addition, she adds her Intelligence bonus to her Touch AC (but not her normal AC). This bonus cannot increase her Touch AC beyond her normal AC.
Supernatural Style (Su): The Swashbuckler adds a 4th level and a 5th level Sorceror/Wizard spell to her repertoire.
13-Lucky
-Lucky (Ex):
While skill is certainly a factor in a Swashbuckler’s daily life, luck plays its part as well. At level 13, a Swashbuckler may tap into that luck once per day. She may reroll an attack roll, skill check, ability check, or saving throw. If she has used an Exploit on that roll, she may choose to reroll it or leave it. She must accept the result of the reroll, even if it is worse than the original roll.
14-Exploits 6/encounter
15-Weakening Critical

-Weakening Critical (Ex):
As a Swashbuckler’s grasp of weaponplay continues to advance, she becomes ever more aware of her enemies weak points. Whenever a Swashbuckler confirms a critical hit against an opponent, she deals 2 points of Strength damage to that opponent. This strength damage only applies if the attack also causes Insightful Strike damage.
16-Dodge Bonus +4
17-Master Combat Style, Exploits 7/encounter

-Master Combat Style:
At level 17, a Swashbuckler’s comprehension of her fighting style has reached its peak, leaving her with truly amazing skill.
Extraordinary Style (Ex): The Swashbuckler may select an additional feat from the Extraordinary Style list. In addition, she adds her Intelligence modifier to all Strength and Dexterity based skill checks and all Strength and Dexterity checks, including Initiative checks
Supernatural Style (Su): The Swashbuckler adds a 6th level and a 7th level Sorceror/Wizard spell to her repertoire.
18-Wounding Critical
-Wounding Critical (Ex):
The Swashbuckler’s intimate knowledge of causing injury makes its final manifestation at 18th level. From then on, whenever a Swashbuckler confirms a critical hit in an attack that dealt Insightful Strike damage, the foe takes 2 points of Constitution damage. This Constitution damage is in addition to the Strength damage caused by Weakening Critical.
19-Crowning Achievement
-Crowning Achievement:
At the penultimate to greatness, a Swashbuckler’s long years of training finally pay off, giving her an amazing display of talent and skill based on her Combat Style.
Dancing on Sabers (Extraordinary Style) (Ex): The Master Swashbuckler enjoys unrivaled skill and coordination to the point that she can literally dance on an enemy’s weapon. In order to do so, the Swashbuckler must be within jumping range of a foe and able to jump to the weapon’s height (usually about half the height of the creature wielding it). She must then make an Acrobatics check (DC=foe’s touch AC). Making this check is a move action that provokes an attack of opportunity from any other weapon threatening her (but not her intended target). She may increase the DC of the check by 10 to avoid provoking attacks of opportunity. While standing on a foe’s weapon, that foe is denied his Dexterity bonus from the Swashbuckler’s attacks and cannot attack the Swashbuckler with the weapon she is standing on. In addition, her weight is disorienting and inflicts a -4 penalty on all attack rolls with the weapon. Whenever the foe attacks with the weapon the Swashbuckler is standing on, the Swashbuckler must make an Acrobatics check equal to the attack roll or fall from the weapon, landing prone unless she makes a DC 15 Acrobatics check. The foe wielding the weapon may attack an empty square in an attempt to dislodge the Swashbuckler if he wishes, but doing so counts against his attacks for the round.
Mystic Defense (Supernatural Style)(Su): The Master Swashbuckler, dabbler in magic though she may be, understands magic on a fundamental level, granting her additional protection from the supernatural. She adds her Intelligence modifier to all saving throws against spells, spell-like abilities, and Supernatural abilities.
20-Legendary Exploits, Exploits 8/encounter, Dodge Bonus +5
-Legendary Exploits (Ex):
Fate smiles on a level 20 Swashbuckler as she smiles on no other. Whenever a level 20 Swashbuckler rolls for an Exploit, she rolls 3d6 and uses the die with the best result.


What’s Gone: Grace, Slippery Mind
Grace was a weird ability that, over the course of 20 levels, gave the Swashbuckler a +3 to Reflex saves, but only when unencumbered. In other words, it’s strictly worse than having a good Reflex save, yet is the only class ability at level 2. The only time Grace is good is in Gestalt (and “not bad” is probably a better description there) when gestalting with a good Reflex save class. So, it’s a mechanic that is only even worth paying attention to when it’s being abused, and even then isn’t great. I cut it and just gave the class the good Reflex save it wanted.
As for Slippery Mind, I find it to be almost useless on the Swashbuckler, especially at level 17. It’s extremely narrow (good against Will saves against Enchantments only) and at that level if a class with a bad Will save (like Swashbuckler) and no reason to prioritize Wisdom (again, like Swashbuckler) is going up against an Enchanter, a reroll isn’t going to help (not to mention that Slippery Mind does nothing for a whole round). Plus, with the addition of Exploits, the Swashbuckler already has a better shot at making the save the first time.

What’s Changed:
Acrobatic Charge, Improved Flanking, Dodge Bonus, Weakening Critical, Lucky, Acrobatic Skill Mastery, Wounding Critical
Dodge bonus was changed to reflect the 3.75 version of Dodge, albeit without the swift action activation (so people can use the Dodge feat if they want to). Since Monk now gets an AC bonus every 4 levels instead of every 5, doing the same for Swashbuckler seemed appropriate, especially since the Swashbuckler’s bonus is easier to cheat her out of.
Acrobatic Charge, Wounding Critical, Lucky, and Weakening Critical got their levels changed to fill gaps in the increments between Combat Styles, Exploits, and Dodge bonus to keep there from being super concentrated levels and dead levels. I also weakened Wounding and Weakening Critical in a way that 99% of players won’t even notice (they now only function with a weapon that can be finessed), mostly to enforce the class’ cohesion.
Acrobatic Skill Mastery became part of the Extraordinary Combat Style because I felt that style needed a bit of a leg up over Supernatural considering the versatility a handful of spells could give the Swashbuckler (Fly or Improved Blink, anyone?). I also think that a Swashbuckler should probably get really good at jumping and tumbling, you know, before the party’s Wizard can destroy foes with little more than a gesture.
Improved Flanking is now an optional bonus feat on the Extraordinary Style, which seemed appropriate to me from power level concerns.
What’s New
Exploits, Combat Styles, Seduction, Crowning Achievement
It always felt weird to me that the class called “Swashbuckler” had no use for Charisma and wasn’t particularly good at over-the-top stunts. In fact, it was worse in both areas than the Rogue, and was still a mark below the core fighter classes in combat. Exploits are a way to motivate the Swashbuckler player to do dangerous stunts and have a shot at succeeding where others would fail. As you may have guessed, both Exploits and the Supernatural Combat Style are a nod toward the other high-intelligence non-caster of 3.5, the Factotum. I deliberately made Exploits less reliable, less plentiful, and more difficult to improve than Inspiration points because of the class’ power level and in regards to the general feel of risky behavior associated with the class (i.e., even a min-maxed Swashbuckler shouldn’t succeed just because she used an Exploit).
Combat Styles are a way to add to the overall “cool” factor of the class. In terms of bonus feats, the Extraordinary Style just takes pressure off the player’s character feats; the 5 bonus feats (including level 1 Weapon Finesse) are far behind the Fighter’s 11 (not to mention the options now available to the Rogue) and from a restricted list, while the additional bonuses are just nice little perks that make a very cinematic combat style possible. Supernatural Combat style was deliberately sparser in its offerings because I think a fair number of clever players can exploit it rather well; it also gives the class some expandability in regards to published spell lists. And besides, a 7th level spell up to 10 times per day is nothing to sneeze at. As for Crowning Achievements, I think that someone who has resisted the urge to multiclass out of Swashbuckler for 19 levels should get something on par in at least presentation to the 9th level spells the casters are slinging around at that point, rather than Wounding Critical.
Seduction is a simplified version of a Dead Level mechanic published on wizards.com for Swashbuckler, actually motivating her to have a positive Charisma modifier.


Conclusion
The goal here was to take what might have been the worse class in the game (except maybe Shadowcaster) and make it not only playable, but unique. I am a little concerned about power level in the opposite direction at this point, and would like some playtesters to check on that for me. However, I think I have managed to create a Swashbuckler who’s worth playing beyond level 3.

Tuesday, October 21, 2008

Complete Respec: The Complete Warrior Classes in 3.75

In November, 2003, Wizards of the Coast published one of the first D&D 3.5 supplements, Complete Warrior. The three base classes contained within may have made the cut at the dawn of 3.5, they quickly became antiquated by new classes and updates to the core classes, while getting love from Wizards very sparingly--and the argument could be sustained that some (*cough*Samurai*cough*) classes were never up to par in the first place. These three classes, Hexblade, Samurai, and Swashbuckler, were missing a power level appropriate for 3.5, and are laughably inadequate in 3.75's higher power curve. The following are 3.75 updates updates of the Complete Warrior base classes.

Witchknight (Formerly "Hexblade")


Probably the best loved class of from Complete Warrior, the Hexblade was a nongood, arcane Paladin. Unfortunately, he had some design flaws. The Hexblade lacked the protection of a real warrior, with only light armor and no shields, but never got enough casting to be a real spellcaster. His redux, the Witchknight, attempts to address these problems by strengthening his casting (though still keeping it short of a full-fledged caster) and giving him some better options in combat. As for the name change, "Hexblade" isn't a generic term like "Fighter," "Cleric," and "Samurai" are, and so is viable for copyright protection from Wizards of the Coast. Of the classes presented in this article, the Witchknight is closest to his 3.5 iteration, as that class was actually liked.


The Witchknight is the classic Dark Knight, an antihero who wanders the land with a variety of motives. Witchknights tap into the dormant power of the slumbering Leviathan, utilizing small amounts of its power while it lies dreaming. Some Witchknights are aware of the thin line they walk by risking waking the beat, while others do not truly understand the source of their power. Unlike a traditional witch, the Witchknight is well versed in the arts of combat, and does not hesitate to use steel when magic fails and vice versa.

Abilities: Many of the Witchknight’s class features (including his spellcasting) are keyed to Charisma. A Witchknight planning on entering melee combat benefits from a high Strength and Constitution score, and the lightly armored Witchknight benefits from a high Dexterity to improve his defense.

Role: Depending on which options he chooses, a Witchknight can function well in a variety of ways. Those that favor Necromancy spells can prove to be durable melee combatants, while those favoring Enchantment can be frightful combat controllers. Furthermore, the Witchknight’s high Charisma combined with his social skills allow a Witchknight to function as a party “face.”

Alignment: Any nongood.

Hit Die: d10

Good Save: Will

Bad Saves: Fortitude, Reflex

Base Attack Bonus: Full (as Fighter)

Skill Points Per Level: 2+INT (X4 at level 1)

Class Skills: Acrobatics, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (Arcana and Local only), Profession, Spellcraft

Weapons and Armor Proficiency: A Witchknight is proficient with all simple and martial weapons and with light armor. Using heavier armor or a shield may cause his spells to fail.

Class Features:

1-Bewitch, Armored Mage, Cantrips, Spells

-Bewitch: A Witchknight can give a visible foe within 60 feet the Evil Eye as a swift action. The target must make a Will saving throw (DC 10+½ Witchknight Class Level+Witchknight’s CHA modifier) or suffer a -2 penalty to attack rolls, weapon damage rolls, skill checks, ability checks, and saving throws. This penalty lasts for one hour per Witchknight level; however, if a Witchknight dies, any Bewitchments he has inflicted fade within an hour. A Witchknight may use this ability once per day for every two class levels he possesses, rounded down (minimum 1).

-Armored Mage: Witchknight spells are not as varied as those cast by other Arcane casting classes, giving a Witchknight room to make allowances for armor. A Witchknight ignores the Arcane Spell Failure chance of all light armor when casting Witchknight spells; any other spells cast by the Witchknight incur normal arcane spell failure, as do any shield, medium, or heavy armor the Witchknight is wearing.

-Cantrips: A Witchknight may use any Cantrip he knows as a spell-like ability at will.

-Spells: Witchknights cast spells from the Witchknight Spell List (see below), and learns and casts spells just as a Bard does. A Witchknight acquires spells per day and spells known as a Bard does (see table 4-3 and 4-4 on pages 17 and 18 of the Pathfinder RPG) A Witchknight needs a Charisma score of at least 10 plus the spell level to learn a spell. The saving throw DC of a Witchknight spell is determined by his Charisma modifier, and a Witchknight may receive extra spells per day if he has a high enough Charisma score.

2-Supernatural Resistance

-Supernatural Resistance: A Witchknight knows more about magic than most, including its weaknesses. He adds his Charisma modifier to any saving throw made against a Spell, Spell-Like Ability, or Supernatural Ability.

3-Mettle, Advanced Learning

-Mettle: The eldritch secrets Witchknights are privy to fortify both mind and body. If a Witchknight succeeds on a Fortitude or Will saving throw, he may completely ignore the effect, even if it normally has a lesser effect on a successful save (For example, a 3rd level Witchknight who succeeded on his save against Inflict Light Wounds would take no damage instead of half damage).

-Advanced Learning: A Witchknight’s comprehension of the world and the secret powers underlying it never ceases. Over the course of his travels, a Witchknight may add a new spell to his class list of any level he can cast at any level at which he has the Advanced Learning class feature. This new spell must be taken from the Bard or Sorceror/Wizard class list and must be from the schools of Divination, Enchantment, Necromancy, or Transmutation.

4-

5-Witchcraft

-Witchcraft: At level five, a Witchknight’s knowledge of supernatural world has grown to the point that he can call forth and control an unnatural manifestation. This manifestation takes one of two forms.

The first is that the Witchknight gains control of his shadow and can control it as a separate entity. His shadow cannot attack or interact with the world at large in any way, and it does not provide flanking bonuses to attack rolls. The Witchknight may direct his shadow to move up to his land speed as a free action once each turn. Technically harmless though it may be, the shadow is unnerving, and any foe occupying the same square or an adjacent square to the shadow takes a -2 penalty to armor class and saving throws; the penalties for multiple shadows do not stack. In addition, any creature can occupy the same square as the shadow to gain the benefits of concealment (though hostile creatures still take the penalties). A Witchknight is unafraid of his own shadow and can see through it, thus negating concealment and penalties caused by the shadow (though he can sit in his own shadow and gain concealment against others).
At first, the Witchknight can command only his own shadow. He may summon forth an additional shadow at ninth level, and a third shadow at fourteenth level. At nineteenth level, the penalties inflicted by his shadow increase to -4.

Alternately, the Witchknight may choose to call down an aura of power upon himself. The Witchknight may activate any aura he knows as a swift action. The aura will then sustain itself until the Witchknight falls unconscious (including sleep), activates a different aura, or willfully deactivates the aura (another swift action). Auras normally have a range of 10 feet, and the Witchknight chooses one aura known at level 4.

At levels 9 and 14, the Witchknight may choose an additional Aura known. At level 19, all the Witchknight’s auras’ effects increase by one-half and have their range extended to twenty feet. A Witchknight can have only one aura active at a time.

Aura choices:

-Clumsiness: All foes within the aura have all movement speeds reduced by 10 feet and take a -4 to Climb, Swim, and Fly checks.
-Despair: All foes within the aura take a -2 penalty to all saving throws.

-Dread: All foes within the aura take a -2 penalty to attack rolls and weapon damage rolls.

-Incompetence: All foes within the aura take a -2 penalty to all skill checks and ability checks.

-Unease: All foes within the aura take a -2 penalty to AC.

-Terror: All foes within the Aura take a -4 penalty to saves and checks made to resist Fear effects. In addition, any foe immune to fear instead receives a +4 bonus on his saving throws (after the effects of the aura).

6-Witch’s Shield 1/day

-Witch’s Shield: Beginning at level six, a Witchknight can make subtle alterations to fate itself. As a free action, he can invoke a field around himself that promotes bad luck in aggressive actions directed at him. Whenever the Witchknight is attacked while this field of bad luck is active, any attack rolls made against him are rolled twice, and the attack is made using the worse roll. The shield can sustain a number of attacks equal to the Witchknight’s Charisma modifier (regardless of the roll’s result) before it dissipates. This ability functions once per day at level six, an additional time at level twelve, and a third time at level eighteen.

7-Advanced Learning

8-Greater Bewitching

-Greater Bewitching: At level 8, the penalties inflicted by Bewitching a target increase to -4.

9-Witchcraft (+1 Shadow/Aura Known)

10-

11-Advanced Learning

12-Witch’s Shield 2/day

13-

14-Witchcraft (+1 Shadow/Aura Known)

15-Dire Bewitching, Advanced Learning

-Dire Bewitching: At level 15, the penalties inflicted by Bewitching a target increase to -6

16-

17-

18-Witch’s Shield 3/day

19-Witchcraft (Increased penalties), Advanced Learning

20-Frightful Presence

-Frightful Presence: At level 20, the Witchknight gains Frightful Presence, effective against any non-ally with hit dice less than or equal to the Witchknight’s. The save DC of the Witchknight’s Frightful Presence is equal to 20+his Charisma modifier, and a successful save renders the subject immune to the Witchknight’s Frightful Presence for 24 hours. A Witchknight’s Frightful Presence has no effect on creatures with more hit dice than the Witchknight, and he can disable it or activate it as a free action.


Witchknight Spell List

*= New Spell

0-(Cantrips):

Arcane Mark, Bleed, Daze, Detect Magic, Lullaby, Message, Prestidigitation, Read Magic, Touch of Fatigue

1-

Cause Fear, Charm Person, Disguise Self, Erase, Expeditious Retreat, Hideous Laughter, Hypnotism, Lesser Confusion, Prey on the Weak*, Seek Blood*, Sleep, Undetectable Alignment

2-

Alter Self, Blindness/Deafness, Blur, Bull’s Strength, Cat’s Grace, Daze Monster, Detect Thoughts, Eagle’s Splendor, False Life, Hold Person, Scare, See Invisibility, Suggestion, Terrify*, Tongues, Vampiric Touch

3-

Bestow Curse, Charm Monster, Confusion, Crushing Despair, Deep Slumber, Dispel Magic, Fear, Glibness, Locate Creature, Slow, Stupify*

4-

Devour the Weak*, Dominate Person, Feeblemind, Foul Curse*, Freedom of Movement, Hold Monster, Modify Memory, Telepathic Bond

5-

Greater Dispel Magic, Mass Suggestion, Mind Fog, Nightmare, Seeming, Shadow Walk, Symbol of Fear, Song of Discord, True Seeing

6-

Demand, Discern Location, Finger of Death, Horrid Wilting, Irresistible Dance, Slay the Weak*, Power Word Stun, Symbol of Insanity

New Spells:

Devour the Weak

Level: Witchknight 4

School: Necromancy

Casting Time: 1 Swift Action

Components: V, S

Range: Touch

Target: Melee Weapon Touched

Duration: 1 round

Description: Every sharp point along your blade turns into a gnashing mouth.

For one round, your weapon deals 2d6 extra damage. However, against Bewitched foes, your weapon instead deals 5d6 extra damage, has its enhancement bonus increased by 3, and grants a +4 profane bonus to rolls made to confirm critical hits. In addition, whenever you deal weapon damage to a Bewitched foe, you gain half that amount (rounded down) as temporary hit points (up to one-half your normal maximum hit points).

Foul Curse

Level: Witchknight 4

School: Necromancy

Casting Time: 1 Swift Action

Components: V, S

Range: Touch

Target: Melee Weapon Touched

Duration: 1 round/Hour/level

Description: A crackling, purplish corona of darkness swathes your weapon. You can’t help but grin.

For one round, any enemy damaged by your weapon receives a negative level. These negative levels last for a number of hours equal to your caster level and cannot cause actual level loss.

Prey on the Weak

Level: Witchknight 1

School: Divination

Casting Time: 1 Swift Action

Components: V, S

Range: Touch

Target: Melee Weapon Touched

Duration: 1 round

Description: With a muttered curse, spectral blood drips across the edge of your blade. It’s ready to seek out prey.

Prey on the Weak adds 1d4 damage to the melee weapon you hold until the end of the round. However, against Bewitched foes, it deals +1d6 damage instead and increases the weapon’s enhancement bonus by +2, as well as granting a +4 profane bonus to rolls made to confirm critical hits.

Seek Blood

Level: Witchknight 1

School: Divination

Casting Time: 1 Swift Action

Components: V, S

Range: Personal

Target: Self

Duration: 1 round or until discharged.

Description: You concentrate, and the weaknesses in your foe’s defenses are illustrated as if lit up.

You gain a +10 bonus on your next attack roll. If you do not use this bonus before the start or your next turn, the spell dissipates with no effect.

Slay the Weak

Level: Witchknight 6

School: Necromancy

Casting Time: 1 Swift Action

Components: V, S

Range: Touch

Target: Melee Weapon Touched

Save: Fortitude partial (see text)

Duration: 1 round

Description: Your weapon turns inky black and drips ethereal blood.

For one round, your weapon deals 3d6 extra damage. Against a foe that is Bewitched, it instead deals 7d6 extra damage, has its enhancement bonus increased by 5, and grants a +4 Profane bonus to rolls made to confirm critical hits. In addition, any Bewitched foe struck by your blade must make a Fortitude save or drop dead.

Stupify

Level: Witchknight 3. Sorceror/Wizard 4

School: Necromancy

Casting Time: 1 Standard Action

Components: V, S

Range: Personal

Target: 40 foot burst, centered on you

Duration: 1 round

Saving Throw: Will Negates

Description: With a menacing pose, your enemies realize just how bad an idea challenging you is.

When you cast this spell, an almost palpable aura of dread emanates from you for twenty feet in every direction. Any foe that fails its save cowers in terror for one round and takes 1d6 Intelligence, Wisdom, and Charisma damage.

Terrify

Level: Witchknight 2, Sorceror/Wizard 3

School: Necromancy

Casting Time: 1 Swift Action

Components: V, S

Range: Personal/Close (25 feet+5 feet/2 levels)

Target: Self/One Creature

Duration: 1 round/level

Description: You narrow your eyes at your target, and show them why you are a denizen of nightmares.

You gain a bonus to your Intimidate checks equal to your caster level. In addition, when you cast this spell, you may immediately attempt to Demoralize a single opponent.