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Duelist class (LONG, Mech in 2nd post) - Seek Critique
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<blockquote data-quote="Khaalis" data-source="post: 1593284" data-attributes="member: 2167"><p><strong>Defensive Options</strong></p><p></p><p>Here are the proposed options for an AC bonus.</p><p></p><p>1) D10 HD and </p><p><strong>Unarmored Defense (Ex):</strong> When not wearing armor or using a shield, the duelist may add 1 point of their Intelligence bonus (if any) per duelist class level to their Dexterity bonus to modify Armor Class while wielding a melee weapon. In addition, the duelist gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five duelist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). If the duelist is caught flat-footed or is otherwise denied their Dexterity bonus (such as when immobilized or helpless) they lose these bonuses. They also lose these bonuses when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.</p><p></p><p>2) D10 HD and</p><p><strong>Defensive Parry (Ex):</strong> The duelist learns to more effectively parry incoming attacks and gains a +1 bonus to AC at 5th level when wearing light or no armor. This bonus increases by 1 for every five duelist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). If the duelist is caught flat-footed or is otherwise denied their Dexterity bonus (such as when immobilized or helpless) they lose this bonus. They also lose this bonus when they wear medium or heavy armor, when they carry a shield, or when they carry a medium or heavy load.</p><p></p><p>3) D8 HD and </p><p><strong>Defensive Training (Ex):</strong> When wearing light or no armor, the duelist may add 1 point of their Intelligence bonus (if any) per duelist class level to their Dexterity bonus to modify Armor Class while wielding a melee weapon. In addition, the duelist learns to more effectively parry incoming attacks and gains a +1 bonus to AC at 5th level when wearing light or no armor. This bonus increases by 1 for every five duelist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). If the duelist is caught flat-footed or is otherwise denied their Dexterity bonus (such as when immobilized or helpless) they lose these bonuses. They also lose these bonuses when they wear medium or heavy armor, when they carry a shield, or when they carry a medium or heavy load.</p><p></p><p>4) D8 HD and</p><p><strong>Defense Bonus (Ex):</strong> The duelist learns to more effectively avoid and parry incoming attacks and gains a +1 bonus to AC at 1st level when wearing light or no armor. This bonus increases by 1 at 3rd level and by 1 for every three duelist levels thereafter (+2 at 3rd, +3 at 6th, and +4 at 9th level, etc. to a maximum of +7 at 20th). If the duelist is caught flat-footed or is otherwise denied their Dexterity bonus (such as when immobilized or helpless) they lose this bonus. They also lose this bonus when they wear medium or heavy armor, when they carry a shield, or when they carry a medium or heavy load.</p><p></p><p></p><p><u>AC/HP Comparison</u>:</p><p><strong>Option 1:</strong> (Dex18 = +4) + (Int18 = +4) + (20th = +4) = AC +12 / 20d10 HD (110hp)</p><p><strong>Option 2:</strong> (Dex18 = +4) + (ChainShirt = +4) + (20th = +4) = AC +12 / 20d10 HD (110hp)</p><p><strong>Option 3:</strong> (Dex18 = +4) + (Int18 = +4) + (ChainShirt = +4) + (20th = +4) = AC +16 / 20d8 HD (90hp)</p><p><strong>Option 4:</strong> (Dex18 = +4) + (ChainShirt = +4) + (20th = +7) = AC +15 / 20d8 HD (90hp)</p><p></p><p><strong>Fighter:</strong> (Dex12 = +1) + (FullPlate = +8) + (Tower = +4) = +13 / 20d10 (110hp)</p><p></p><p></p><p>A Fighter can begin with a +13 to AC as soon as they have the cash.</p><p></p><p>Option 1 is very Stat Dependant and will not be easy to reach the AC+12. In fact an average level 10 duelist will be lucky to have a +6 to +8 to AC at best and more likely have a +6 at best. While a secondary stat dependency can be used as a balance point, making a class rely primarily on it for its defensive ability is quite a hit. I don’t think the classes abilities are enough to support the losses in this option (unlike the monk).</p><p></p><p>Option 2 has the same stat dependency as any other melee class and can buy standard defensive wear. An average level 10 duelist will likely have a +8 to AC.</p><p></p><p>Option 3 has a high stat dependency but can augment it with standard equipment. An average level 10 duelist will likely have a +10 to AC.</p><p></p><p>Option 4 has the same stat dependency as any other melee class and can buy standard defensive wear. An average level 10 duelist will likely have a +10 to AC.</p><p></p><p><strong>Magic:</strong> Options 2 & 3 allow the use of magical armor, which increases the effectiveness of the AC of the gear and allows for additional abilities to be added. Option 1 loses the advantage of magical armor unless they wish to give up a part of their class abilities. I feel this is a bit too much of a cost, especially on top of the already steep penalty of most of their AC coming from Stat Dependency. For this reason I would choose to drop #1 first in favor of #2. Option 2 gives the same end result without the outweighed associated negatives. My personal leaning at this point is for Option #3 or 4. Option 3 has a secondary stat dependency which makes it harder to gain the AC but has a slightly higher AC cap than version 4.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1593284, member: 2167"] [b]Defensive Options[/b] Here are the proposed options for an AC bonus. 1) D10 HD and [b]Unarmored Defense (Ex):[/b] When not wearing armor or using a shield, the duelist may add 1 point of their Intelligence bonus (if any) per duelist class level to their Dexterity bonus to modify Armor Class while wielding a melee weapon. In addition, the duelist gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five duelist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). If the duelist is caught flat-footed or is otherwise denied their Dexterity bonus (such as when immobilized or helpless) they lose these bonuses. They also lose these bonuses when they wear any armor, when they carry a shield, or when they carry a medium or heavy load. 2) D10 HD and [b]Defensive Parry (Ex):[/b] The duelist learns to more effectively parry incoming attacks and gains a +1 bonus to AC at 5th level when wearing light or no armor. This bonus increases by 1 for every five duelist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). If the duelist is caught flat-footed or is otherwise denied their Dexterity bonus (such as when immobilized or helpless) they lose this bonus. They also lose this bonus when they wear medium or heavy armor, when they carry a shield, or when they carry a medium or heavy load. 3) D8 HD and [b]Defensive Training (Ex):[/b] When wearing light or no armor, the duelist may add 1 point of their Intelligence bonus (if any) per duelist class level to their Dexterity bonus to modify Armor Class while wielding a melee weapon. In addition, the duelist learns to more effectively parry incoming attacks and gains a +1 bonus to AC at 5th level when wearing light or no armor. This bonus increases by 1 for every five duelist levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). If the duelist is caught flat-footed or is otherwise denied their Dexterity bonus (such as when immobilized or helpless) they lose these bonuses. They also lose these bonuses when they wear medium or heavy armor, when they carry a shield, or when they carry a medium or heavy load. 4) D8 HD and [b]Defense Bonus (Ex):[/b] The duelist learns to more effectively avoid and parry incoming attacks and gains a +1 bonus to AC at 1st level when wearing light or no armor. This bonus increases by 1 at 3rd level and by 1 for every three duelist levels thereafter (+2 at 3rd, +3 at 6th, and +4 at 9th level, etc. to a maximum of +7 at 20th). If the duelist is caught flat-footed or is otherwise denied their Dexterity bonus (such as when immobilized or helpless) they lose this bonus. They also lose this bonus when they wear medium or heavy armor, when they carry a shield, or when they carry a medium or heavy load. [u]AC/HP Comparison[/u]: [b]Option 1:[/b] (Dex18 = +4) + (Int18 = +4) + (20th = +4) = AC +12 / 20d10 HD (110hp) [b]Option 2:[/b] (Dex18 = +4) + (ChainShirt = +4) + (20th = +4) = AC +12 / 20d10 HD (110hp) [b]Option 3:[/b] (Dex18 = +4) + (Int18 = +4) + (ChainShirt = +4) + (20th = +4) = AC +16 / 20d8 HD (90hp) [b]Option 4:[/b] (Dex18 = +4) + (ChainShirt = +4) + (20th = +7) = AC +15 / 20d8 HD (90hp) [b]Fighter:[/b] (Dex12 = +1) + (FullPlate = +8) + (Tower = +4) = +13 / 20d10 (110hp) A Fighter can begin with a +13 to AC as soon as they have the cash. Option 1 is very Stat Dependant and will not be easy to reach the AC+12. In fact an average level 10 duelist will be lucky to have a +6 to +8 to AC at best and more likely have a +6 at best. While a secondary stat dependency can be used as a balance point, making a class rely primarily on it for its defensive ability is quite a hit. I don’t think the classes abilities are enough to support the losses in this option (unlike the monk). Option 2 has the same stat dependency as any other melee class and can buy standard defensive wear. An average level 10 duelist will likely have a +8 to AC. Option 3 has a high stat dependency but can augment it with standard equipment. An average level 10 duelist will likely have a +10 to AC. Option 4 has the same stat dependency as any other melee class and can buy standard defensive wear. An average level 10 duelist will likely have a +10 to AC. [b]Magic:[/b] Options 2 & 3 allow the use of magical armor, which increases the effectiveness of the AC of the gear and allows for additional abilities to be added. Option 1 loses the advantage of magical armor unless they wish to give up a part of their class abilities. I feel this is a bit too much of a cost, especially on top of the already steep penalty of most of their AC coming from Stat Dependency. For this reason I would choose to drop #1 first in favor of #2. Option 2 gives the same end result without the outweighed associated negatives. My personal leaning at this point is for Option #3 or 4. Option 3 has a secondary stat dependency which makes it harder to gain the AC but has a slightly higher AC cap than version 4. Thoughts? [/QUOTE]
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Duelist class (LONG, Mech in 2nd post) - Seek Critique
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