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<blockquote data-quote="GMforPowergamers" data-source="post: 8717223" data-attributes="member: 67338"><p>Okay... take the 11th level 3rd attack and (17th?) 4th one away... move the second attack UP to 11th level. Take action surge and indomitable out. Now build superiority dice in from battle master at level 1 (maybe 1d4 then 2d4 at snd and 2d6 at 3rd... its' a spitball) then go through and make sets of maneuvers and gate them behind level restrictions (to avoid being spells just recoded I keep saying 5th 10th 15th and 20th but you could do 4th 9th 14th and 19th just as easy) </p><p>the groups of maneuvers should be split mostly evenly but favoring combat... so maybe 50% combat 30% explortation 20% sociol (again spit balling)</p><p>Now I would make them each have an atwill (you can just do this now) and a spend the Sup Die ability... and have some have BIGGER spend 2 Sup die abilities.</p><p></p><p>then take a handful of class features and make them optional (remember we are replacing action surge and indomitable still) with 3 choices at each of the level you would get these (I know 2nd and 9th off top of my head, but the more uses I don't remember) 2 of witch will be non supernatural and 1 that is supernatural so you can play this class either way.</p><p></p><p>The maneuvers would be pretty easy at 1st level because all the current ones work... but at higher levels look at spells. </p><p></p><p>lets say we did 'on the 5s' so there would be a new set of maneuvers with prereq level 5... you can look at 2nd level and 3rd level spells for inspiration., and at 10th level you can look to 4th and 5th level ones, at 15th level you can look at 6th and 7th and at 20th level 8th and 9th.</p><p>Now most should not be just reskined spells (but some should... there is a steel wind thing, haste, and maybe even earthquake all are potential ones... but you need to have some that are martial supernatural and some that are martial extrodanary but not magic or supernatureal...</p><p></p><p>I have 0 problem with 1 option the class has is "You strike reality and tear a hole into another realm" as a reskined planeshift... but I don't want to FORCE it as a class ability just one that they can take if they want to go that way... (superman punching through time anyone?)</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 8717223, member: 67338"] Okay... take the 11th level 3rd attack and (17th?) 4th one away... move the second attack UP to 11th level. Take action surge and indomitable out. Now build superiority dice in from battle master at level 1 (maybe 1d4 then 2d4 at snd and 2d6 at 3rd... its' a spitball) then go through and make sets of maneuvers and gate them behind level restrictions (to avoid being spells just recoded I keep saying 5th 10th 15th and 20th but you could do 4th 9th 14th and 19th just as easy) the groups of maneuvers should be split mostly evenly but favoring combat... so maybe 50% combat 30% explortation 20% sociol (again spit balling) Now I would make them each have an atwill (you can just do this now) and a spend the Sup Die ability... and have some have BIGGER spend 2 Sup die abilities. then take a handful of class features and make them optional (remember we are replacing action surge and indomitable still) with 3 choices at each of the level you would get these (I know 2nd and 9th off top of my head, but the more uses I don't remember) 2 of witch will be non supernatural and 1 that is supernatural so you can play this class either way. The maneuvers would be pretty easy at 1st level because all the current ones work... but at higher levels look at spells. lets say we did 'on the 5s' so there would be a new set of maneuvers with prereq level 5... you can look at 2nd level and 3rd level spells for inspiration., and at 10th level you can look to 4th and 5th level ones, at 15th level you can look at 6th and 7th and at 20th level 8th and 9th. Now most should not be just reskined spells (but some should... there is a steel wind thing, haste, and maybe even earthquake all are potential ones... but you need to have some that are martial supernatural and some that are martial extrodanary but not magic or supernatureal... I have 0 problem with 1 option the class has is "You strike reality and tear a hole into another realm" as a reskined planeshift... but I don't want to FORCE it as a class ability just one that they can take if they want to go that way... (superman punching through time anyone?) [/QUOTE]
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