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Bravo base class
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<blockquote data-quote="Chronologist" data-source="post: 4691956" data-attributes="member: 81796"><p>Celebrium,</p><p></p><p>First, thanks for the comments.</p><p></p><p>Second, I think that an inspirational fighter is iconic enough for a base class. Warlocks, Spirit Shamans, Swashbucklers, Ninjas, Favored Souls, there are TONS of classes out there that could be composed of mix-and-matching classes and feats. The Bravo seems, to me, to be unique enough from a normal fighter or bard to be and independent full class.</p><p></p><p>As to Sudden Tactics and Spontaneous Tactics, yes, they are too powerful so I nerfed the class a little.</p><p></p><p>So, here is (albeit with terrible formating):</p><p></p><p>Bravo 1.2 </p><p></p><p></p><p>Level BAB Fort Ref Will Special............................Tactics</p><p>1 +0 +0 +2 +0 Inspiration (+1/+1), Alacrity ............2</p><p>2 +1 +0 +3 +0 Flow of Battle..................................3</p><p>3 +2 +1 +3 +1 Press the Advantage +1 </p><p>4 +3 +1 +4 +1 .................................................. 4</p><p>5 +3 +1 +4 +1 Inspiration (+2/+1) </p><p>6 +4 +2 +5 +2 Tactical Strike +1d8.........................5</p><p>7 +5 +2 +5 +2 Rallying Cry 1/day </p><p>8 +6/+1 +2 +6 +2 Press the Advantage +2..............6</p><p>9 +6/+1 +3 +6 +3 Inspiration (+3/+2) </p><p>10 +7/+2 +3 +7 +3 ........................................... 7</p><p>11 +8/+3 +3 +7 +3 Tactical Strike +2d8 </p><p>12 +9/+4 +4 +8 +4 ............................................8</p><p>13 +9/+4 +4 +8 +4 Inspiration (+4/+2) </p><p>14 +10/+5 +4 +9 +4 Rallying Cry 2/day </p><p>15 +11/+6/+1 5 +9 5 Press the Advantage +3............9</p><p>16 +12/+7/+2 +5 +10 +5 Tactical Strike +3d8 </p><p>17 +12/+7/+2 +5 +10 +5 Inspiration (+5/+3) </p><p>18 +13/+8/+3 +6 +11 +6 ...................................10</p><p>19 +14/+9/+4 +6 +11 +6 Press the Advantage +4 </p><p>20 +15/+10/+5 +6 +12 +6 Master Tactician.............11</p><p></p><p></p><p></p><p>Tactics: A Bravo knows a certain number of tactical abilities. At first level a Bravo knows 2 tactics, and at each listed level he learns another one. The tactics are listed below:</p><p></p><p>Disarm</p><p>Feint</p><p>Trip</p><p>Bull Rush</p><p>Overrun</p><p>Sunder</p><p></p><p>He can perform a tactic a number of times per encounter equal to half his level (rounded up) plus his intelligence modifier. This action does not provoke an attack of opportunity. Performing a tactic in this way is a swift action. If you trip an opponent in this way, you do not get an immediate attack. You can also choose instead to receive any feat with the (Tactical) descriptor, or to gain a +4 bonus to uses with a particular tactic. You can only enhance a tactic in this way once, and it does NOT stack with the Improved (name here) feat.</p><p></p><p>Inspiration: All allies within 30 feet (and the Bravo) get the first bonus to their attack and damage rolls and the second bonus to their Will saves as long as the Bravo is fighting.</p><p></p><p>Sudden Tactics: A Bravo does not provoke an attack of opportunity from making the following maneuvers: Sunder, Trip, Disarm, Grapple, Bull Rush, Unarmed Strike, Feint, and Overrun attempts.</p><p></p><p>Alacrity: A Bravo improves his base land speed by 10 feet as long as he wears no armor, light or medium armor and carrying less than a heavy load.</p><p></p><p>Flow of Battle: A Bravo of second level or higher adds half his level to dexterity-based checks and Jump checks.</p><p></p><p>Press the Advantage: At 3rd level a Bravo is good at getting the most out of the terrain, and rarely leaves openings for enemies. He now adds +1 to attack rolls against enemies he has tactical advantage against (for example, prone, he has an elevation bonus, charging. etc.) and enemies take -1 to their tactical modifiers against him (flanking, they have elevation, he is prone, etc.). This improved to +2 at 8th level, +3 at 15th level, and +4 at 19th level. This bonus does not stack with itself if a Bravo has more than one advantage (for example, a Bravo is attacking a prone opponent who just charged).</p><p></p><p>Tactical Strike: At 6th, 11th, and 16th level, a Bravo adds 1d8 damage to any attack roll made against an enemy he has used a tactical maneuver against, and adds his Intelligence modifier damage to damage (but only one dice of damage.</p><p></p><p>Rallying Cry: A Bravo of 7th level of higher can give a rallying cry that gives his allies a second wind. Each ally within range of his Inspiration class feature may make another saving throw against any ongoing effect (for example, poisons, charm effects, ongoing damage from a magical source) with a competence bonus equal to his Charisma modifier. Then the allies heal a number of hit points equal to the Bravo’s level times his Charisma modifier. A Bravo may use this ability an additional time each day at 14th level.</p><p></p><p>Master Tactician: A Bravo of 20th level has become a master of tactical combat. He now adds his Intelligence modifier to the attack and damage rolls of all allies (and himself) within the range of his Inspiration class feature.</p><p></p><p></p><p>Sudden Tactics and Spontaneous Tactics have been replaced by having a number of tactics known instead and letting them be used as a swift action a limited number of times per combat. This I feel is the best balancing factor.</p><p></p><p>Inspiration is now precisely worded so that it DOES give the Bravo the bonus, so, as you said, no BAB issue anymore. It also gives a lesser bonus to Will saves, more comparable to a Barbarian's raging bonus.</p><p></p><p>Alacrity bumped down to 1st level.</p><p></p><p>Flow of battle now gives smaller initial bonus, but greater over time.</p><p></p><p>Press the Advantage replaces Free Movement and Mass Free movement, as well as Group Tactics. It only affects the Bravo, and it's a minor bonus that won't usually come into play, but seriously rewards players for finding terrain bonuses in a fight.</p><p></p><p>Tactical Strike is a static bonus, it only applies once to damage, so Tactical Strike 2d8 only gets Int added, not 2xInt.</p><p></p><p>As for high level, well, a fighter has the same problem. I'm not trying to completely fix the melle vs. magic balance here. Besides, if I mad them stronger at higher levels, they'd end up being far stronger than a Fighter, IMO.</p><p></p><p>So, what do you think? I think the overhaul is pretty nice, but there's still a ways to go.</p><p></p><p>Chronologist</p></blockquote><p></p>
[QUOTE="Chronologist, post: 4691956, member: 81796"] Celebrium, First, thanks for the comments. Second, I think that an inspirational fighter is iconic enough for a base class. Warlocks, Spirit Shamans, Swashbucklers, Ninjas, Favored Souls, there are TONS of classes out there that could be composed of mix-and-matching classes and feats. The Bravo seems, to me, to be unique enough from a normal fighter or bard to be and independent full class. As to Sudden Tactics and Spontaneous Tactics, yes, they are too powerful so I nerfed the class a little. So, here is (albeit with terrible formating): Bravo 1.2 Level BAB Fort Ref Will Special............................Tactics 1 +0 +0 +2 +0 Inspiration (+1/+1), Alacrity ............2 2 +1 +0 +3 +0 Flow of Battle..................................3 3 +2 +1 +3 +1 Press the Advantage +1 4 +3 +1 +4 +1 .................................................. 4 5 +3 +1 +4 +1 Inspiration (+2/+1) 6 +4 +2 +5 +2 Tactical Strike +1d8.........................5 7 +5 +2 +5 +2 Rallying Cry 1/day 8 +6/+1 +2 +6 +2 Press the Advantage +2..............6 9 +6/+1 +3 +6 +3 Inspiration (+3/+2) 10 +7/+2 +3 +7 +3 ........................................... 7 11 +8/+3 +3 +7 +3 Tactical Strike +2d8 12 +9/+4 +4 +8 +4 ............................................8 13 +9/+4 +4 +8 +4 Inspiration (+4/+2) 14 +10/+5 +4 +9 +4 Rallying Cry 2/day 15 +11/+6/+1 5 +9 5 Press the Advantage +3............9 16 +12/+7/+2 +5 +10 +5 Tactical Strike +3d8 17 +12/+7/+2 +5 +10 +5 Inspiration (+5/+3) 18 +13/+8/+3 +6 +11 +6 ...................................10 19 +14/+9/+4 +6 +11 +6 Press the Advantage +4 20 +15/+10/+5 +6 +12 +6 Master Tactician.............11 Tactics: A Bravo knows a certain number of tactical abilities. At first level a Bravo knows 2 tactics, and at each listed level he learns another one. The tactics are listed below: Disarm Feint Trip Bull Rush Overrun Sunder He can perform a tactic a number of times per encounter equal to half his level (rounded up) plus his intelligence modifier. This action does not provoke an attack of opportunity. Performing a tactic in this way is a swift action. If you trip an opponent in this way, you do not get an immediate attack. You can also choose instead to receive any feat with the (Tactical) descriptor, or to gain a +4 bonus to uses with a particular tactic. You can only enhance a tactic in this way once, and it does NOT stack with the Improved (name here) feat. Inspiration: All allies within 30 feet (and the Bravo) get the first bonus to their attack and damage rolls and the second bonus to their Will saves as long as the Bravo is fighting. Sudden Tactics: A Bravo does not provoke an attack of opportunity from making the following maneuvers: Sunder, Trip, Disarm, Grapple, Bull Rush, Unarmed Strike, Feint, and Overrun attempts. Alacrity: A Bravo improves his base land speed by 10 feet as long as he wears no armor, light or medium armor and carrying less than a heavy load. Flow of Battle: A Bravo of second level or higher adds half his level to dexterity-based checks and Jump checks. Press the Advantage: At 3rd level a Bravo is good at getting the most out of the terrain, and rarely leaves openings for enemies. He now adds +1 to attack rolls against enemies he has tactical advantage against (for example, prone, he has an elevation bonus, charging. etc.) and enemies take -1 to their tactical modifiers against him (flanking, they have elevation, he is prone, etc.). This improved to +2 at 8th level, +3 at 15th level, and +4 at 19th level. This bonus does not stack with itself if a Bravo has more than one advantage (for example, a Bravo is attacking a prone opponent who just charged). Tactical Strike: At 6th, 11th, and 16th level, a Bravo adds 1d8 damage to any attack roll made against an enemy he has used a tactical maneuver against, and adds his Intelligence modifier damage to damage (but only one dice of damage. Rallying Cry: A Bravo of 7th level of higher can give a rallying cry that gives his allies a second wind. Each ally within range of his Inspiration class feature may make another saving throw against any ongoing effect (for example, poisons, charm effects, ongoing damage from a magical source) with a competence bonus equal to his Charisma modifier. Then the allies heal a number of hit points equal to the Bravo’s level times his Charisma modifier. A Bravo may use this ability an additional time each day at 14th level. Master Tactician: A Bravo of 20th level has become a master of tactical combat. He now adds his Intelligence modifier to the attack and damage rolls of all allies (and himself) within the range of his Inspiration class feature. Sudden Tactics and Spontaneous Tactics have been replaced by having a number of tactics known instead and letting them be used as a swift action a limited number of times per combat. This I feel is the best balancing factor. Inspiration is now precisely worded so that it DOES give the Bravo the bonus, so, as you said, no BAB issue anymore. It also gives a lesser bonus to Will saves, more comparable to a Barbarian's raging bonus. Alacrity bumped down to 1st level. Flow of battle now gives smaller initial bonus, but greater over time. Press the Advantage replaces Free Movement and Mass Free movement, as well as Group Tactics. It only affects the Bravo, and it's a minor bonus that won't usually come into play, but seriously rewards players for finding terrain bonuses in a fight. Tactical Strike is a static bonus, it only applies once to damage, so Tactical Strike 2d8 only gets Int added, not 2xInt. As for high level, well, a fighter has the same problem. I'm not trying to completely fix the melle vs. magic balance here. Besides, if I mad them stronger at higher levels, they'd end up being far stronger than a Fighter, IMO. So, what do you think? I think the overhaul is pretty nice, but there's still a ways to go. Chronologist [/QUOTE]
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