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Fighter Archetype - Duelist
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<blockquote data-quote="Connorsrpg" data-source="post: 6743043" data-attributes="member: 19265"><p><strong>3rd Level Comparison</strong></p><p></p><p>[MENTION=6762655]transcendantviewer[/MENTION] & [MENTION=6801700]UnadvisedGoose445[/MENTION] (what a name <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />), thanks for taking a look. I am more than willing to adjust things here to make this a viable and hopefully fun subclass. Thanks for your input. Specifics help. Yes, I have combined a little of the Chamion options and Battle Master here, but there are also restrictions and a a lesser amount of powers/options.</p><p></p><p>For eg: Level 3. This is the main combo, but if you line it up vs the 2 subclasses mentioned, is it really too much? The champion gets imp crits on all weapons; the duelist only with weapons that have finesse & light properties, which of course, generally do not deal high damage ranges.</p><p></p><p>The duelist also gets 2 panache points to spend on 2 maneuvers. Some of these maneuvers allow to add CHA (+1 to +4, but not likely to be main stat for one maneuver) mod or Prof bonus (+2 at this stage).</p><p></p><p>A battle master gets 4 superiority dice (twice as many) to spend on 3 maneuvers (1 more). These add +1d8 (ave of +4, double the prof bonus above. Also, these maneuvers pretty much always add this to damage as well as do something else).</p><p></p><p>BM also get 'Student of War', which doesn't really add power, but it is something else.</p><p></p><p>When directly compared, I actually felt they stack up. Not to forget what can actually be achieved with the techniques vs maneuvers - the techniques don't get an average of +4 damage AND an effect. I was actually worried they were a little under-powered.</p><p></p><p>How do people feel with this direct comparison. Any holes still in it?</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6743043, member: 19265"] [b]3rd Level Comparison[/b] [MENTION=6762655]transcendantviewer[/MENTION] & [MENTION=6801700]UnadvisedGoose445[/MENTION] (what a name ;)), thanks for taking a look. I am more than willing to adjust things here to make this a viable and hopefully fun subclass. Thanks for your input. Specifics help. Yes, I have combined a little of the Chamion options and Battle Master here, but there are also restrictions and a a lesser amount of powers/options. For eg: Level 3. This is the main combo, but if you line it up vs the 2 subclasses mentioned, is it really too much? The champion gets imp crits on all weapons; the duelist only with weapons that have finesse & light properties, which of course, generally do not deal high damage ranges. The duelist also gets 2 panache points to spend on 2 maneuvers. Some of these maneuvers allow to add CHA (+1 to +4, but not likely to be main stat for one maneuver) mod or Prof bonus (+2 at this stage). A battle master gets 4 superiority dice (twice as many) to spend on 3 maneuvers (1 more). These add +1d8 (ave of +4, double the prof bonus above. Also, these maneuvers pretty much always add this to damage as well as do something else). BM also get 'Student of War', which doesn't really add power, but it is something else. When directly compared, I actually felt they stack up. Not to forget what can actually be achieved with the techniques vs maneuvers - the techniques don't get an average of +4 damage AND an effect. I was actually worried they were a little under-powered. How do people feel with this direct comparison. Any holes still in it? [/QUOTE]
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