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Disciples of Might and Wind
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<blockquote data-quote="Nifft" data-source="post: 1311411" data-attributes="member: 6562"><p>Does the final power -- Stunning Cone -- cost 7 Stunning Attack attempts? That would be a fair trade-off, and matches the progression. Oh my, I just saw the d6 HD. That, coupled with the poor saves, makes this a weak class. I think that, seeing as you're giving up SR, Teleportation and other cool high-level Monk goodness, you ought to compensate this guy better.</p><p></p><p>Honestly, a Cone of Stun that's only 15 feet long at what, 17th level? That he can only do twice per day? That's not too strong... that's too weak. Consider what a 17th level Wizard can lay down (Meteor Strike) or what a 17th level single-class Monk gets (SR 27, <em>Tongues</em>, Adamantine unarmed strikes -- he can rip a Golem to shreds with his bare hands!).</p><p></p><p>As to the Disciple of Might -- hey, I am trying to help -- but I'm limited by what I can envision. I think that a PrC for Fighters who like spiked armor would be very cool, especially if it allowed them to do cool tricks with specialty items like Demon Armor.</p><p></p><p>Here's my quick-n-dirty(tm) attempt:</p><p></p><p></p><p><span style="font-size: 12px">Spike Pugilist</span></p><p></p><p>Role: Melee Specialist</p><p></p><p><strong>Prerequisites:</strong></p><p>- BAB: 4+</p><p>- Feats: Weapon Focus (Armor Spikes), Weapon Specialization (Armor Spikes)</p><p></p><p></p><p><strong>Class Benefits:</strong></p><p>- HD: d10</p><p>- BAB: Full (as Fighter)</p><p>- Good Save: Fortitude / Bad Saves: Reflex, Will</p><p>- Skill Points: 2 + Int bonus</p><p>- Class Skills: Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), and Swim (Str)</p><p></p><p></p><p>[code][u]</p><p>Level BAB Fort Ref Will Special Abilities[/u]</p><p>1 +1 +2 +0 +0 Defensive Stance (+2)</p><p>2 +2 +3 +0 +0 Flurry of Spikes (-2), Hard to Handle (+2)</p><p>3 +3 +3 +1 +1 Augmented Damage (+1)</p><p>4 +4 +4 +1 +1 Flurry of Spikes (-1)</p><p>5 +5 +4 +1 +1 Defensive Stance (+4), Hard to Handle (+4)</p><p>6 +6 +5 +2 +2 Flurry of Spikes (-0)</p><p>7 +7 +5 +2 +2 Augmented Critical</p><p>8 +8 +6 +2 +2 Flurry of Spikes (2 Attacks), Hard to Handle (+6)</p><p>[/code]</p><p></p><p><strong>Special Abilities</strong>:</p><ul> <li data-xf-list-type="ul"><u>Defensive Stance</u> (Ex): Against unarmed strikes and natural weapons, the Spike Pugilist gains the indicated bonus to his AC, due to his uncanny ability to maneuver his armor spikes between himself and incoming blows.</li> <li data-xf-list-type="ul"><u>Flurry of Spikes</u> (Ex): When using the Full Attack action, the Spike Pugilist may make an extra attack at the expense of accuracy. She gains an extra attack at her highest BAB, but takes a -2 penalty to all attack rolls until her next action (this includes attacks of opportunity). At 4th level, this penalty is reduced to -1, and at 6th level, the penalty is removed. Finally, at 8th level, the Spike Pugilist gains two extra attacks when using the Full Attack action.</li> <li data-xf-list-type="ul"><u>Hard to Handle</u> (Ex): Due to skillful use of armor spikes, the spike pugilist gains the indicated bonus to all grapple checks. This stacks with the bonus provided by Improved Grapple.</li> <li data-xf-list-type="ul"><u>Augmented Damage</u> (Ex): The spike pugilist has learned to use his spikes very effectively, and they inflict an additional point of damage with each successful strike.</li> <li data-xf-list-type="ul"><u>Augmented Critical</u> (Ex): The spike pugilist gains +1 to the Crit multiplier of his armor spikes.</li> </ul><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 1311411, member: 6562"] Does the final power -- Stunning Cone -- cost 7 Stunning Attack attempts? That would be a fair trade-off, and matches the progression. Oh my, I just saw the d6 HD. That, coupled with the poor saves, makes this a weak class. I think that, seeing as you're giving up SR, Teleportation and other cool high-level Monk goodness, you ought to compensate this guy better. Honestly, a Cone of Stun that's only 15 feet long at what, 17th level? That he can only do twice per day? That's not too strong... that's too weak. Consider what a 17th level Wizard can lay down (Meteor Strike) or what a 17th level single-class Monk gets (SR 27, [i]Tongues[/i], Adamantine unarmed strikes -- he can rip a Golem to shreds with his bare hands!). As to the Disciple of Might -- hey, I am trying to help -- but I'm limited by what I can envision. I think that a PrC for Fighters who like spiked armor would be very cool, especially if it allowed them to do cool tricks with specialty items like Demon Armor. Here's my quick-n-dirty(tm) attempt: [size=3]Spike Pugilist[/size] Role: Melee Specialist [b]Prerequisites:[/b] - BAB: 4+ - Feats: Weapon Focus (Armor Spikes), Weapon Specialization (Armor Spikes) [b]Class Benefits:[/b] - HD: d10 - BAB: Full (as Fighter) - Good Save: Fortitude / Bad Saves: Reflex, Will - Skill Points: 2 + Int bonus - Class Skills: Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), and Swim (Str) [code][u] Level BAB Fort Ref Will Special Abilities[/u] 1 +1 +2 +0 +0 Defensive Stance (+2) 2 +2 +3 +0 +0 Flurry of Spikes (-2), Hard to Handle (+2) 3 +3 +3 +1 +1 Augmented Damage (+1) 4 +4 +4 +1 +1 Flurry of Spikes (-1) 5 +5 +4 +1 +1 Defensive Stance (+4), Hard to Handle (+4) 6 +6 +5 +2 +2 Flurry of Spikes (-0) 7 +7 +5 +2 +2 Augmented Critical 8 +8 +6 +2 +2 Flurry of Spikes (2 Attacks), Hard to Handle (+6) [/code] [b]Special Abilities[/b]: [list] [*][u]Defensive Stance[/u] (Ex): Against unarmed strikes and natural weapons, the Spike Pugilist gains the indicated bonus to his AC, due to his uncanny ability to maneuver his armor spikes between himself and incoming blows. [*][u]Flurry of Spikes[/u] (Ex): When using the Full Attack action, the Spike Pugilist may make an extra attack at the expense of accuracy. She gains an extra attack at her highest BAB, but takes a -2 penalty to all attack rolls until her next action (this includes attacks of opportunity). At 4th level, this penalty is reduced to -1, and at 6th level, the penalty is removed. Finally, at 8th level, the Spike Pugilist gains two extra attacks when using the Full Attack action. [*][u]Hard to Handle[/u] (Ex): Due to skillful use of armor spikes, the spike pugilist gains the indicated bonus to all grapple checks. This stacks with the bonus provided by Improved Grapple. [*][u]Augmented Damage[/u] (Ex): The spike pugilist has learned to use his spikes very effectively, and they inflict an additional point of damage with each successful strike. [*][u]Augmented Critical[/u] (Ex): The spike pugilist gains +1 to the Crit multiplier of his armor spikes. [/list] -- N [/QUOTE]
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