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<blockquote data-quote="Matrix Sorcica" data-source="post: 2451632" data-attributes="member: 3547"><p>All saves equal level, so at 20th level you have +20 in all saves.</p><p>Poor attack bonus goes to +15, average goes to +20 and excellent goes to +25.</p><p>Poor defense to +15, average to +17, excellent to +20.</p><p></p><p>Two feats at 1st level, one feat every even level after (2, 4, 6 etc.).</p><p></p><p>Weapon master: average BAB with all weapons, excellent with one. Average defense. HD 1d4+6 per level. Gains tokens by hitting opponent. Gains weapon style abilities. These are fx. Expert strike (+1 to hit or dam per token spent) or Mighty blow (spend 3 tokens, reroll damage roll, use best result). Favored defense: Gets better defense with favored weapon. Weapon expertise: spend tokens to activate, fx. Precise strike (spend 4 tokens to take 10 on attack roll). Weapon supremacy: spend tokens to use even more powerful abilities like Telling Blow – combine special attack like disarm with standard attack.</p><p></p><p>Armor: leather 1d2/magic, chain 1d4/magic, plate 1d8/magic. So no protection vs. magic attacks,, including magic weapons.</p><p></p><p>Arcanist and magic: getting back with that.</p><p></p><p>Feat: There are many to choose from. Improved critical, Expanded mastery 10: You no longer need to roll to confirm critical threats. If youer attack has any chance of piercing a vital area, you infallibly drive it home</p><p></p><p></p><p>There are about 5 sample spells. I will read the arcanist and the magic system now, as this seems to be what people are interested in the most.</p><p></p><p> <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Matrix Sorcica, post: 2451632, member: 3547"] All saves equal level, so at 20th level you have +20 in all saves. Poor attack bonus goes to +15, average goes to +20 and excellent goes to +25. Poor defense to +15, average to +17, excellent to +20. Two feats at 1st level, one feat every even level after (2, 4, 6 etc.). Weapon master: average BAB with all weapons, excellent with one. Average defense. HD 1d4+6 per level. Gains tokens by hitting opponent. Gains weapon style abilities. These are fx. Expert strike (+1 to hit or dam per token spent) or Mighty blow (spend 3 tokens, reroll damage roll, use best result). Favored defense: Gets better defense with favored weapon. Weapon expertise: spend tokens to activate, fx. Precise strike (spend 4 tokens to take 10 on attack roll). Weapon supremacy: spend tokens to use even more powerful abilities like Telling Blow – combine special attack like disarm with standard attack. Armor: leather 1d2/magic, chain 1d4/magic, plate 1d8/magic. So no protection vs. magic attacks,, including magic weapons. Arcanist and magic: getting back with that. Feat: There are many to choose from. Improved critical, Expanded mastery 10: You no longer need to roll to confirm critical threats. If youer attack has any chance of piercing a vital area, you infallibly drive it home There are about 5 sample spells. I will read the arcanist and the magic system now, as this seems to be what people are interested in the most. :) [/QUOTE]
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