FFG Legendary Class contest submissions

Message for Khur: Maite d'Escrime editing

just wanted to discuss a few points on the Maitre before I finalise the editing process for this LgC... in particular I wanted to reach some sort of compromise between the changes you've suggested to Lightning Riposte and Arresting Stop-hit and the elements that they contained when originally produced...

have a read of what I have prepared... I hope we can both be happy with the final result...

:)

Lightning Riposte (Ex): When fighting in melee, once per round the maitre can attempt to parry an opponent’s melee attack with her rapier by making a Reflex saving throw equal to the opponent’s attack roll. If she succeeds, the enemy's attack misses and the maitre may immediately attempt a single attack against her adversary at her highest base attack bonus with a +1 bonus per power level due to the surprising nature of the strike. Opponents using a full attack action get their remaining attacks after the riposte. If the maitre fails the Reflex save, the attack against her is resolved normally and no riposte attack occurs. The maitre can use this technique a number of times per day equal to twice her power level.

(elements changed: bonus to attack with riposte; number reduced to twice power level per day)

Arresting Stop-hit (Ex): A maitre with superior initiative can ready an action to launch a counter-attack as her opponent tries to strike her. The combatants making opposing attack rolls, with the maitre receiving a +1 bonus to attack per power level. If the maitre’s attack roll is higher she lodges the point of her rapier into the attacking limb of her opponent that stops that opponents attack as well as inflicting a normal damage. The victim so struck must make a Fortitude saving throw (DC 10 + power level + half the damage from the stop-hit) or suffer a –2 penalty to all Climb and Swim checks, attack rolls, and Strength checks using the injured limb. Multiple blows to the same limb do not cause penalties that stack, although they can force multiple saving throws. (See DMG Chapter 3, Damage, Variant: Damage to Specific Areas for more information.) Creatures immune to critical hits are also immune to limb injury. If a maitre’s stop-hit successfully strikes and opponent using the full attack action, the opponent must make a similar Fortitude saving throw or lose any attacks he has left in the round. The maitre can use this technique a number of times per day equal to her power level.

(elements changed: bonus to opposed attack rolls, times per day reduced to 1/power per day)

I've started writing the additional quest and will discuss that with you once we have the LgC Abilities finalised...

please don't think that I'm just bagging your alterations out of hand... the suggestions you've made in other areas have been great... Critical Precision and Crippling Cuts look great... but after reading your first edit, these two (ie Lightning Riposte and Arresting Stop-hit) went from being "must have's" to "first culled from the list" for me... (which is saying something coming from a fencer)...

thanx for all you effort... I think this is going to work out to be an excellent Netbook...

ps - when do you want the 'iconics' done by...?
 

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Finished round 1.5

I really like the way you've written these powers and the +1 to the attacks isn't a big deal. This class is great and you've done a wonderful job refining your writing. So has everyone I've seen so far. (You know who you are.) If there were anything to which I'd object, I can't think of it now. You kept the important rules elements and I think the abilities are streamlined and ready to go. Nice work!

This project seems to be working out well. Thanks to Paul King for being patient and understanding with my editing. Thanks to Wade Nudson (aka Reddist) for the help with reworking the Green Warden. Scott Moore did a good job with the edits.

On that note, feel free to include anything you like with your class. For example, Scott's iconic character mentions a druid order, and he'd be perfectly within his rights to make up that organization if he wanted to. I'd gladly include it in the work. The only thing I must have is an iconic character. Use the standard stat block and show your math in a separate block. Sorry to Scott for not saying this earlier. Here's an example of a proper stat block:

  • Aelgifu, female human Tra 10: CR 10; Medium-size humanoid (5 ft. 8 in. tall); HD 10d4+20; hp 48; Init +2 (+2 Dex); Spd 30 ft.; AC 17 (touch 15, flat-footed 14); Atk +7 melee (1d6+2, +2 quarterstaff), or +7 ranged (1d8/crit 19-20, masterwork light crossbow); AL LG; SV Fort +5, Ref +6, Will +10; Str 11, Dex 15, Con 14, Int 18, Wis 15, Cha 14.
    (indent here) Skills: Alchemy +11, Concentration +15, Craft (carving) +10, Craft (jeweler) +10, Knowledge (arcana) +17, Knowledge (geography) +12, Knowledge (geology) +10, Knowledge (religion) +10, Scry +17, Spellcraft +17. Feats: Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Eschew Materials, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell.
    (indent here) Notes: As a transmuter, Aelgifu's restricted school is Conjuration.
    (indent here) Languages: Celestial, Draconic, Elven, Giant, Common
    (indent here) Wizard Spells Prepared (4+1/5+1/5+1/4+1/4+1/2+1, base save DC 14 + spell level): 0—detect magic (x2), mage hand (x2), read magic; 1st—expeditious retreat, feather fall, lesser fire orb(x2), shield (x2); 2nd—daylight (x2), levitate, knock (x2), resist elements; 3rd—blindsight, dispel magic, fireball, haste (x2); 4th—arcane eye, dimension door, fire orb(x2), mass darkvision; 5th—ghostform, teleport (x2)
    (indent here) Spell Book: 0—all in PHB besides restricted, launch bolt, silent portal; 1st—animate rope, comprehend languages, endure elements, erase, expeditious retreat, feather fall, lesser fire orb, low-light vision, magic weapon, message, reduce, shield; 2nd—alter self, darkvision, daylight, eagle's splendor, knock, levitate, resist elements; 3rd—blindsight, dispel magic, fireball, fly, gaseous form, haste; 4th—arcane eye, dimension door, fire orb, mass darkvision, scry; 5th—ghostform, leutzan's frequent jaunt, simbul's spell matrix, teleport.
    (indent here) Possessions: +2 quarterstaff of continual light (suppressed at will), light crossbow (masterwork), quiver (20 masterwork bolts), +3 robes of deflection, bracers of armor +2, +1 cloak of resistance, ring of warmth (cold resistance 5), wand of magic missiles (5 missiles per charge, 17 charges), wand of magic weapon (7 charges, +1 for 10 minutes), travel spellbook, journal, ink, pen, fine overcoat (fur lined), and fur boots.
Dungeon doesn't ask for spellbooks for wizard characters, but I'd like to include them if your character has wizard levels. Another category would be "(Legendary Class Name) Abilities" and each ability should have a roman numeral after it indicating its power level; that is, Burger Flipping II, if the power level is two. Further, if your character has domains, that's a category that looks like this:

  • (indent here) Domains: Retribution (special power description placed here in brief) and Travel (freedom of movement 3 rounds/day). Domain spells are not italicized above.
Special Note: The above stat block contains items found in Tome and Blood, Magic of Faerûn, and the Forgotten Realms Campaign Setting. These spells and items are closed content and © of Wizards of the Coast. Their appearance (in name) here is merely for example, and not a challenge to the copyright.

I need everyone who's revising his or her class to let me know. Just post here or send me an email. I need to know who's not working on revisions, so I can polish up the work myself or with the help of others. If you don't respond in a few days, I'll assume you're not reading this board and I'll take over refining the class in question. I also need each person to claim each class by his or her real name, for the purpose of crediting each piece properly.

Here's a list with links to the edit docs:

Brawler
Deity's Weapon (new edit version 3)
Dwarven Forgemaster
Guardian of the Green (Mine for everyone's perusal. Reddist, please take a look.)
Juxaspect
King's Warden
Maitre d’Escrime
Neclord
Nimrod
Storm
Warrior of the Broken Wake

Thanks!

:D
 
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I'm working on my two, though it may not be until this weekend before I have time to hammer out characters w/ decent backgrounds.

I think you have my name:)

-Reddist
 
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Ladglasmar

About Ladglasmar ... I'm still working on him, but I wanted anyone who's looking at the class to focus on the class itself. What did you think about my redo of the "One With the Land" Ability?

:D
 

After I thought about it some more, I didn't mind it as much. As long as he is taking his spells, with carefully noted excpetions, from the ranger spell list, 2 more 4th level spells per day shouldn't make that much of a difference for a legendary character.

It wass the thought of 8 more 1st level spells, or even 4 2nd level spells, that got me wondering if it could be abused. But at the character levels we're dealing with, a nobody is going to notice a few more spells being cast.

A reasonable arguement would be that the legendary requirements justify the extra slots, and also that DM's who allow LCs will also be aware enough not to let players take advantage of their new powers.

With all that in mind, I wouldn't bother restricting the spells to specific schools, I'd restrict them to the ranger's spell list.

-Reddist
 

DOH!

Dang! I liked the new version (with the druid additions). I actually like it better than the old power, because it makes more sense and actually creates the type of situation I envisioned, without stepping on other powers. As the original was written, for example, a Sor1/Rgr12/Guardian 5 with the ability at power level 5 could cast pass without trace on 8 persons for 80 minutes a pop 10 times per day, or 13 hours. That devalues the Tree Shroud ability a bit. Or does it? (With Tree Shroud that would be 18 hours of pass without trace.) Of course, nobody would use all their slots for pass without trace anyhow, and you're certainly right that a few 3rd and 4th-level spells are not so burly in an 18th-level situation.

Now I'm torn. I blame you of course! ;)

Thanks!

:D
 

I really like the way you've written these powers and the +1 to the attacks isn't a big deal. This class is great and you've done a wonderful job refining your writing.
yay...!! praise....!!

:)

I'll insert those two powers as posted and post the second quest sometime later today (hopefully)... sorry if it takes me a while to get things done at the moment, but work and training for Nationals is keeping me terribly busy (and drained of energy) at the moment...

the iconic characters for my LgC's are taking me a little time to get to as well (see above reasons) but I have a nice quiet weekend free from competition coming up so maybe I can get something happening then...

if there's anything more I can do to help let me know...

:D
 
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edits & characters

Khur,

Attached are the revised versions of my classes. The iconic characters are at the bottom of the docs, past all the class information.

By and large, I went with all edits in place, save for a few exceptions. Here they are, and here's why:

Storm's basic requirements:
-I took out the BAB +12 and replaced it with a +4 Base Reflex save. The combination of this plus feat requirements means there shouldn't be a character qualifying for this class early. With a BAB of +12, monks wouldn't be able to take 5 levels of this class; they don't get +12 until level 16.

-Of the required feats I took out Improved Unarmed Strike. Whirlwind Attack alone accounts for 5 feats (Dodge, Mobility, Spring Attack, Expertise, Whirlwind Attack). And Lightning Reflexes is already a requirement as well. Add another feat to that and no one but fighters will ever quality for this class. That, and I envisioned this as a versatile class in terms of flavor. It doesn't have to be a martial artist (the iconic character I included isn't).

Warrior of the Broken Wake:
-I dropped the Strength requirement to 18, since 20 is a bit hard to hit by level 12. However, the starting concept of this class was powerful blows. Image and game mechanics both point to a strong character. Thus, the strength requirement.

-I reworked Hooking Blow, changing the name and the descriptive text (though mechanically it remains unchanged). I'm not sure how this one is going to go over, as I believe our tastes are just going to differ on this one.

-I looked over the DMG section on damage as noted, but didn't see anything applicable to Sever Life but a variant rule on massive damage, and that didn't provide any insight. I'm not sure what you wanted me to do with that one.
 

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storm

For some reason, I can only get one attachement to take. Here's the other.

Oh, and I just read that bit about real names and crediting, so mark me down as Clifford Horowitz.
 

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