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Kynes Ruby Arnlis: Female martial half-jann falchioneer/dervish [please critique]

JiCi

First Post
Greetings, it's me again.

I've got yet another PC idea ready for some feedback. This time, I've used a yet-to-be-abused Prc, the dervish, for a desert-theme character. I might have outdone myself for this one, but this judgement is still in your hands.

I've used:
- Human
- Half-janni termplate (Sandstorm)
- Martial template (Blackdirge's Templates)
- Falchioneer PrC (Blackdirge's Master at Arms)
- Dervish PrC (Complete Warrior)

Kynes Ruby Arnlis CR 23
Female martial half-janni human Ftr 5 / Falchioneer 5/ Dervish 10
CG Medium Humanoid (human)
Init +12; Senses Darkvision 60 ft., Listen +1, Spot +1
Languages Common, Auran
------------------------------------------------------------------------------------------------------------
AC 37, Touch 24, Flat-footed 31, Dodge, Mobility
(+6 dex, +8 armor, +6 natural, +5 deflection, +3 insight)
HP 170 (20 HD: 20d10 + 60); Heavy Fortification 100%
Resist Fire 5
Fort +19 Ref +18 Will +14,
------------------------------------------------------------------------------------------------------------
Speed 55 ft. (11 squares), fly 40 ft. (average), Freedom of Movement
---
(TWF + full attack + slashing flurry)
Melee +5 flaming burst adamantine great falchion +33/+33/+28/+23/+18 (2d6+20 plus 1d6 fire/15-20/x3 plus 2d10 fire plus 10 strength damage) and
Melee +5 flaming burst adamantine great falchion +33/+33/+28/+23 (2d6+15 plus 1d6 fire/15-20/x3 plus 2d10 fire plus 10 strength damage)
---
(TWF + full attack + slashing flurry + dervish dance)
Melee +5 flaming burst adamantine great falchion +38/+38/+33/+28/+23 (2d6+25 plus 1d6 fire/15-20/x3 plus 2d10 fire plus 10 strength damage) and
Melee +5 flaming burst adamantine great falchion +38/+38/+33/+28 (2d6+20 plus 1d6 fire/15-20/x3 plus 2d10 fire plus 10 strength damage)
---
(TWF + full attack + slashing flurry + a thousand cuts)
Melee +5 flaming burst adamantine great falchion +33/+33/+33/+33/+28/+28/+23/+23/+18/+18 (2d6+20 plus 1d6 fire/15-20/x3 plus 2d10 fire plus 10 strength damage) and
Melee +5 flaming burst adamantine great falchion +33/+33/+33/+33/+28/+28/+23/+23 (2d6+15 plus 1d6 fire/15-20/x3 plus 2d10 fire plus 10 strength damage)
---
(TWF + full attack + slashing flurry + dervish dance + a thousand cuts)
Melee +5 flaming burst adamantine great falchion +38/+38/+38/+38/+33/+33/+28/+28/+23/+23 (2d6+25 plus 1d6 fire/15-20/x3 plus 2d10 fire plus 10 strength damage) and
Melee +5 flaming burst adamantine great falchion +38/+38/+38/+38/+33/+33/+28/+28 (2d6+20 plus 1d6 fire/15-20/x3 plus 2d10 fire plus 10 strength damage)
---
Space 5 ft; Reach 5 ft;
Base Atk +20; Grapple +30
Atk Options Power Attack, Improved Sunder, Combat Expertise, Spring Attack, Slashing Flurry, Two-Weapon Pounce, Keen Strike, Enfeebling Strike, Heavy Blow, Thunderous Riposte, Murderous Charge, Brutal Blow, Dervish Dance 5/day, A Thousand Cuts
Special Options Planar Jaunt, Dance of Death, Elaborate Parry,
Spell-like Abilities CL 20th, DC 12 + spell level
1/day – enlarge person, invisibility, reduce person, speak with animals.
Combat Gear 5 potions of cure serious wounds
------------------------------------------------------------------------------------------------------------
Abilities Str 30 Dex 22 Con 17 Int 13 Wis 13 Cha 14
SQ Improved Critical, Augmented Critical, Improved Armor Optimization, Martial Proficiency, Martial Focus, Bone Breaker, Hand and a Half, Murderous Mien, Movement Mastery, Slashing Blades, Fast Movement, Tireless Dance,
Feats Exotic Weapon Proficiency (great falchion) (b), Improved Initiative (b), Dodge (b), Power Attack, Weapon Focus (falchion) (b), Improved Sunder (b), Combat Expertise, Weapon Specialization (falchion) (b), Mobility (b), Two-Weapon Fighting (b), Oversized Two-Weapon Fighting, Greater Weapon Focus (falchion) (b), Improved Two-Weapon Fighting (b), Melee Weapon Mastery (slashing), Greater Weapon Specialization (falchion) (b), Greater Two-Weapon Fighting, Spring Attack (b), Slashing Flurry, Two-Weapon Pounce
Skills Intimidate +22, Jump +31, Perform (dance) +25 (23 ranks), Tumble +29
Possessions Combat gear plus 2 +5 flaming burst adamantine great falchion, Bracers of Armor +8 of Heavy Fortification (from Arm & Equipment Guide), 10 ft. by 10 ft. Carpet of Flying, Amulet of Natural Armor +5, Ring of Protection +5, Ring of Freedom of Movement, Belt of Giant Strength +6, Gloves of Dexterity +6, Cloak of Charisma +6, Vest of Resistance +5 (as Cloak of Resistance), Goggles of Night, Pink Rhomboid Ioun Stone, Boots of String and Springing, 2 masterwork scimitars
Level Adjustment +4, or +5 if she possesses 5 levels of fighter or more
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Planar Jaunt (Sp) Once per day, Kynes can travel to any elemental plane, the Astral Plane or the Material Plane as though using plane shift cast by a 13th-level caster. She and any willing creatures brought along appears at a random location on the destination plane and they all remain for 20 minutes. After this duration, Kynes and all creatures return to their original positions on their origin planes. An effect that suppresses or dispels planar jaunt sends Kynes and all creatures brought along back to the exact places from which they left. If the space from which Kynes originated (or a creature that accompanied her) is occupied upon her return, she (or her companions) appears in the nearest unoccupied space.
Improved Critical (Ex) Kynes is considered to have the Improved Critical feat for any simple of martial weapon she wields. This ability does not stack with the actual Improved Critical feat or with the keen weapon special ability. (Note: the great falchion is treated as a standard falchion for this ability)
Augmented Critical (Ex) Kynes adds 1 to the critical multiplier of any simple or martial weapon she wields. (Note: the great falchion is treated as a standard falchion for this ability)
Keen Strike (Su) Four times per day, as a free action, Kynes can make a keen strike against any creature she can reach with a melee attack. She makes a normal melee attack, and if successful, automatically threatens a critical hit, but she must still roll to confirm the critical hit as normal.
Enfeebling Strike (Su) If Kynes scores a critical hit upon an opponent, either naturally or with the keen strike ability, she also inflicts 10 point of temporary Strength damage.
Armor Optimization (Ex) Kynes instinctively knows the best way to wear armor, and as such, reduces the armor check penalty of any armor worn by -2. In addition, medium and heavy armor provide a greater armor bonus when worn by her. The armor bonus of any medium armor worn by Kynes increases by +1, while the armor bonus for any heavy armor worn increases by +2.
Improved Armor Optimization (Ex) Kynes treats all armor as one category lighter than it actually is.
Martial Proficiency (Ex) Kynes is automatically proficient with all simple and martial weapons, with all types of armor, and with all types of shields.
Martial Focus (Ex) Kynes gains a permanent +1 bonus to hit and damage with all simple and martial weapons. This bonus stacks with those gained from the Weapon Focus and Weapon Specialization group of feats. (Note: the great falchion is treated as a standard falchion for this ability)
Bone Breaker (Ex) Although the falchion is technically a slashing weapon, it has a very heavy blade, and can inflict crushing as well as cutting injuries. In the hands of Kynes, a falchion is considered to deal both slashing and bludgeoning damage, allowing it to overcome the damage reduction of certain monsters normally resistant to slashing damage (e.g. skeletons). (Note: the great falchion is treated as a standard falchion for this ability)
Hand and a Half (Ex) The falchion is not a true two-handed weapon, and Kynes can wield it in one hand with no penalty. (Note: the great falchion is treated as a standard falchion for this ability)
Heavy Blow (Ex) When using the Power Attack feat, Kynes adds 3 to the extra damage inflicted when wielding the falchion in one hand, or 6 when wielding the falchion in two hands. This extra damage does not further reduce Kynes’s attack bonus, as is normal for the Power Attack feat. (Note: the great falchion is treated as a standard falchion for this ability)
Murderous Mien (Ex) Falchioneers are known for their brutal combat style and can easily intimidate lesser warriors. Kynes adds her falchioneer level to all Intimidate checks.
Thunderous Riposte (Ex) Kynes can knock his opponent’s weapon off line, possibly destroying it in the process, and follow up with a devastating riposte attack. To use thunderous riposte, Kynes initiates a sunder attempt upon her opponent’s weapon. If she wins the opposed attack roll, she deals damage to her opponent’s weapon as normal, and smashes it aside. She can then immediately follow up with a melee attack against the same opponent at his full attack bonus. Kynes’s opponent is denied his Dexterity bonus for the follow up attack, and will be subject to all that entails. (Note: the great falchion is treated as a standard falchion for this ability)
Murderous Charge (Ex) The fearsome reputation of the falchioneer is well known, and many fear his brutal weapon and even more brutal fighting style. When Kynes charges an opponent with her falchion drawn, he forces the opponent to make a Will DC 17 save or be shaken for 5 rounds. The save is Charisma-based. An opponent possessing Hit Dice or levels equal to half or less than Kynes will instead be panicked if the Will save is failed. Targets that are affected by this ability or that successfully save against it cannot be affected by the same falchioneer’s murderous charge for 24 hours. Creatures immune to fear effects are not affected by murderous charge.
Brutal Blow (Ex) When Kynes commits his entire base attack bonus to the Power Attack feat (maxes it out), she adds 6 to the extra damage inflicted when wielding the falchion in one hand, or 12 to the extra damage when wielding the falchion in two hands. In addition, any opponent struck by an attack enhanced with brutal blow must make an immediate Fortitude DC 25 save or be stunned for 1 round. The save is Strength-based.
AC Bonus (Ex) Kynes gains an insight bonus to AC that applies even to touch attack and when caught flat-footed. She loses that bonus if she is immobilized, helpless, carrying a medium load or heavier or wearing medium or heavy armor.
Dervish Dance (Ex) Five times per day, Kynes can become a whirling dancer or death. While in this dervish dance, she can take a full-attack (for melee attacks only) and still move up to her speed. However, Kynes must move a minimum of 5 feet between each attack when using this ability and cannot return to a square she just exited (though she may return to that square later during her full attack) Kynes is subject to attacks of opportunity while dancing, but may tumble normally as part of her move. If she is prevented from completing her move, she is also prevented from finishing her full attack.
If Kynes wields a slashing weapon while in a dervish dance she gains a +5 bonus on her attack and damage rolls.
Kynes may only perform a dervish dance while wielding a slashing weapon (she may use a double weapon, or multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield. While dancing, a dervish cannot use skills or abilities that involve concentration or require her to remain still, such as Move Silently, Hide or Search. Kynes can however use the Combat Expertise feat while in a dance. Kynes cannot perform a dervish dance while under the effect of a rage or frenzy. A dervish dance lasts 11 rounds, 1 rounds per 2 ranks in Perform (dance).
Movement Mastery (Ex) Kynes is so certain of her movements that she is unaffected by adverse conditions. When making a Jump, Perform (dance) or Tumble check, she may take 10 even if stress and distraction would normally prevent her from doing so.
Slashing Blades (Ex) Kynes treats the scimitar as a light weapon rather than a one-handed weapon for all purposes, including fighting with two weapons.
Fast Movement (Ex) Kynes gains a +15 bonus to speed as long as she is wearing light or no armor and carrying a light load or lighter.
Dance of Death (Ex) Kynes gains the benefit of the Cleave feat while performing a dervish dance, even if she does not meet the prerequisites for the feat. She does not have to move 5 feet before making the extra attack granted by this ability.
Improved Reaction (Ex) Kynes gains a +2 bonus on initiative rolls.
Elaborate Parry (Ex) Kynes gains an extra +4 bonus to AC when she chooses to fight defensively or use all-out defense in melee combat.
Tireless Dance (Ex) Kynes no longer becomes fatigued for the duration of theencounter at the end of a dervish dance.
A Thousand Cuts (Ex) Once per day, Kynes may double the number of melee attacks she makes while performing a full attack action (whether in a dervish dance or not). If she uses this ability in conjunction with her dervish dance, she can make up to two attacks between moves.
Kynes also gains the benefit of the Great Cleave feat with slashing weapons while performing a thousand cuts, even if she does not meet the prerequisites. She does not have to move 5 feet before making any extra attacks granted by this ability.
When using this ability, Kynes can receive an extra attack from the haste spell, but the bonuses provided by the spell do not stack with the bonuses granted by the class.

Stats Bonuses
Base elite stats: Str 15 Dex 14 Con 13 Int 11 Wis 11 Cha 8
After race & template modifiers: Str 19 Dex 16 Con 15 Int 13 Wis 13 Cha 8

Inherent Bonuses allotment per level and magic items
4th: Str +1 (20)
8th: Str +1 (21)
8th: Con +2 (17) = Pink Rhomboid Ioun Stone
11th: Dex +6 (22) = Gloves of Dexterity +6
12th: Str +1 (22)
15th: Cha +6 (14) = Cloak of Charisma +6
15th: Str +6 (28) = Belt of Giant Strength +6
16th: Str +1 (29)
20th: Str +1 (30)

Final stats at 20th level: Str 30 Dex 22 Con 17 Int 13 Wis 13 Cha 14

Class levels arrangement
Fighter 1
Fighter 2
Fighter 3
Fighter 4
Fighter 5
Falchioneer 1 (Fighter eqv 6)
Falchioneer 2 (Fighter eqv 7)
Falchioneer 3 (Fighter eqv 8)
Falchioneer 4 (Fighter eqv 9)
Falchioneer 5 (Fighter eqv 10)
Dervish 1
Dervish 2
Dervish 3
Dervish 4
Dervish 5
Dervish 6
Dervish 7
Dervish 8
Dervish 9
Dervish 10

Feats
1st: Exotic Weapon Proficiency (great falchion) (bonus: fighter)
1st: Improved Initiative (bonus: half-janni template)
1st: Dodge (bonus: human)
1st: Power Attack
1st: Weapon Focus (falchion) (bonus: martial template)
2nd: Improved Sunder (bonus: fighter)
3rd: Combat Expertise
4th: Weapon Specialization (falchion) (bonus: martial template)
4th: Mobility (bonus: fighter)
6th: Two-Weapon Fighting (bonus: fighter)
6th: Oversized Two-Weapon Fighting
8th: Greater Weapon Focus (falchion) (bonus: martial template)
8th: Improved Two-Weapon Fighting (bonus: fighter)
9th: Melee Weapon Mastery (slashing)
12th: Greater Weapon Specialization (falchion) (bonus: martial template)
12th: Greater Two-Weapon Fighting
13th: Spring Attack (bonus: half-janni template)
15th: Slashing Flurry
18th: Two-Weapon Pounce

Possessions
760,000 gp (base 20th)
- 101,400 gp: +5 flaming burst adamantine great falchion
- 101,400 gp: +5 flaming burst adamantine great falchion
- 169,000 gp: Bracers of Armor +8 of Heavy Fortification (from Arm & Equipment Guide)
- 60,000 gp: 10 ft. by 10 ft. Carpet of Flying
- 50,000 gp: Amulet of Natural Armor +5
- 50,000 gp: Ring of Protection +5
- 40,000 gp: Ring of Freedom of Movement
- 36,000 gp: Belt of Giant Strength +6
- 36,000 gp: Gloves of Dexterity +6
- 36,000 gp: Cloak of Charisma +6
- 25,000 gp: Vest of Resistance +5 (as Cloak of Resistance)
- 12,000 gp: Goggles of Night
- 8,000 gp: Pink Rhomboid Ioun Stone
- 5,500 gp: Boots of String and Springing
- 3,750 gp: 5 potions of cure serious wounds
- 630 gp: 2 masterwork scimitars
= 25,950 gp

So what do you think ? Feel free to post your comments !

EDIT: tweak a few stuff here and there
 
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Kat'

First Post
That Falchioneer class appears to be the result of a power-starved third-party teenager with size compensation problems. It's so unbalanced that it hurts. A few comments however
- If you redesign your build to use with scimitars, you could spare Oversized TWF, as the Dervish treats scimitars as light weapons for all purposes. 1d6 difference on the damage isn't that critical.
- Power Attack isn't that good an option for TWF builds. CR 23 monsters have a high AC.
- Whadday want to Sunder with that crappy damage output per strike? You're not going to bypass the Hardness of magically enhanced items anyway.
- Suggestion: switch I. Sunder for I. Bull Rush and Oversized TWF for Shock Trooper, so you can Pounce with full Power Attack without penalty to hit.
- A +4 Mithral breastplate is cheaper than +8 Bracers of armor and is still considered light armor
- Why potions of Keen Edge? Those do not stack with your Augmented Critical.
- Limited Flight, no Spider Climb, no teleport... duh
- Boots of Haste would stack with Slashing Flurry and 1000 cuts
- You need a possibility to bypass the type of Damage Reduction you'll be facing at this level: Adamantine, Evil, Chaotic, Lawful, Good, Cold Iron, Epic.
- Your saves are incredibly low. You wouldn't survive Save-or-die or Save-or-suck spells cast by casters of an equivalent CR (a CR 23 wizard could produce spells with a DC of 22+spell level without really trying). Do something!
- Low HP, low AC, no Damage Reduction. You know, you're not exactly going to be fighting goblins at this level...
 

JiCi

First Post
Kat' said:
That Falchioneer class appears to be the result of a power-starved third-party teenager with size compensation problems. It's so unbalanced that it hurts.
That's not very nice... Blackdirge actually did research about the historical background on the falchion, so give him a chance.

Kat' said:
- If you redesign your build to use with scimitars, you could spare Oversized TWF, as the Dervish treats scimitars as light weapons for all purposes. 1d6 difference on the damage isn't that critical.
I'd prefer great scimitars instead due the weapon equivalency system, but I wanted to try this with falchions.

Kat' said:
- Power Attack isn't that good an option for TWF builds. CR 23 monsters have a high AC.
That's relative, some do and some don't.

Kat' said:
- Whadday want to Sunder with that crappy damage output per strike? You're not going to bypass the Hardness of magically enhanced items anyway.
2d6+20 is crappy ? O...k... note that I can bypass adamantine with this.

Kat' said:
- Suggestion: switch I. Sunder for I. Bull Rush and Oversized TWF for Shock Trooper, so you can Pounce with full Power Attack without penalty to hit.
Imp. Sunder is a prerequisite from the Falchioneer PrC, so scratch that.

Kat' said:
- A +4 Mithral breastplate is cheaper than +8 Bracers of armor and is still considered light armor.
3 words: Maximum Dexterity Bonus.

Kat' said:
- Why potions of Keen Edge? Those do not stack with your Augmented Critical.
Okay, you got on this one.

Kat' said:
- Limited Flight, no Spider Climb, no teleport... duh.
Awww... come on, like I need 1001 movements moves to be a powerhouse.

Kat' said:
- Boots of Haste would stack with Slashing Flurry and 1000 cuts.
Are you sure about that? It says that haste can be used with 1000 cuts, but that the bonuses of the spell doesn't stack with those of the ability; the extra attack is considered a bonus.

Kat' said:
- You need a possibility to bypass the type of Damage Reduction you'll be facing at this level: Adamantine, Evil, Chaotic, Lawful, Good, Cold Iron, Epic.
Note taken.

Kat' said:
- Your saves are incredibly low. You wouldn't survive Save-or-die or Save-or-suck spells cast by casters of an equivalent CR (a CR 23 wizard could produce spells with a DC of 22+spell level without really trying). Do something!
What items do you suggest then ?

Kat' said:
- Low HP, low AC, no Damage Reduction. You know, you're not exactly going to be fighting goblins at this level...
- I've used the .5 system to calculate HPs. As such a d10 becomes 5.5. It's clear that I can get a higher score by rolling them.
- 37 is really that low ? what's the AC average at this level then ?

Anyway, thanks for the comments, but keep in mind that I'm trying new things here okay ?
 

Kat'

First Post
JiCi said:
That's not very nice... Blackdirge actually did research about the historical background on the falchion, so give him a chance.

Sorry, I don't intend to question the validity of his research, Im just saying that a class allowing a... what... Lvl 6 character to use a 2-handed weapon 1-handed, counting an exotic horror like the great flachion as a normal weapon, adding a number of scary abilities, without ANY drawbacks, is overpowered.

JiCi said:
2d6+20 is crappy ? O...k... note that I can bypass adamantine with this.

Enhancement bonuses add +2 to the hardness and +10 HP per point. So a +5 steel weapon has hardness 20 and +50 HP. You're NOT going to Sunder it efficiently with that base damage.

JiCi said:
Imp. Sunder is a prerequisite from the Falchioneer PrC, so scratch that.

OK, wasn't aware of that.

JiCi said:
3 words: Maximum Dexterity Bonus.

Yeah, which is +5 with the aforementioned armor, which is why I chose a +4 armor netting you the same AC as before.

JiCi said:
Awww... come on, like I need 1001 movements moves to be a powerhouse.

How do you deal with enemies you cannot reach because of, say, flight or elevation?

JiCi said:
Are you sure about that? It says that haste can be used with 1000 cuts, but that the bonuses of the spell doesn't stack with those of the ability; the extra attack is considered a bonus.

You got me doubting... gotta check.

JiCi said:
- 37 is really that low ? what's the AC average at this level then ?

For a melee character with this Challenge Rating, I'd say something around 45. Of course, you get a higher AC while using Combat Expertise. Main point is, you don't have any defense besides your AC (no concealment, DR, incorporeality, defensive martial maneuvers or such). Combined with your low HP, it's a high risk.

JiCi said:
Anyway, thanks for the comments, but keep in mind that I'm trying new things here okay ?

No problem.
 

BLACKDIRGE

Adventurer
Kat' said:
Sorry, I don't intend to question the validity of his research, Im just saying that a class allowing a... what... Lvl 6 character to use a 2-handed weapon 1-handed, counting an exotic horror like the great flachion as a normal weapon, adding a number of scary abilities, without ANY drawbacks, is overpowered.

In my defense, (and JiCi, don't take this the wrong way), JiCi is using the class in ways I hadn't exactly intended. Although, I still enjoy his write-ups. For one, the class works only with a standard falchion, not a great falchion. In addition, the epic monster/character he's using makes things look a hell of a lot more powerful than they actually are.

As for the falchion in one hand. Well, historically, the falchion is not a two-handed weapon; it's not a great scimitar, it's a one-handed, European chopping sword. And since it only deals 2d4 points of damage, it's not exactly overpowering as a one-handed weapon, even with the increased crit range. Basically, when a character takes the prestige class, he can use the falchion like a bastard sword.

The drawback for getting to use the falchion in one hand is this: you have take a prestige class to do it. That, in my opinion, is more limiting than the Monkey Grip feat, which allows you to use any two-handed weapon in one hand.

Kat, I'll happily send you a comp copy of the Falchioneer if you'd like to take a look at it. If you still think it's overpowered after that, let me know. I'm always open to critiques and advice on any of my products.

BD
 
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Darklone

Registered User
Right, historically a falchion looks like more like the scimitar in the PHB and the scimitar looks more like the rapier in the PHB and the rapier should look like the longsword... yeah, in the PHB ;)
 

BLACKDIRGE

Adventurer
Darklone said:
Right, historically a falchion looks like more like the scimitar in the PHB and the scimitar looks more like the rapier in the PHB and the rapier should look like the longsword... yeah, in the PHB ;)

Heh, yeah, you're absolutely right. :D

You know, one of my goals in the Master at Arms series is to right some of the historical wrongs perpetrated on weapons, shields, and armor in the 3.5 rule set. Although, I'm sure I'll have my work cut out for me once more in 4E. :D

BD
 

JiCi

First Post
BLACKDIRGE said:
In my defense, (and JiCi, don't take this the wrong way), JiCi is using the class in ways I hadn't exactly intended. Although, I still enjoy his write-ups. For one, the class works only with a standard falchion, not a great falchion. In addition, the epic monster/character he's using makes things look a hell of a lot more powerful than they actually are.
For the emphasis: Eh eh, woops... my bad. Guess I've been pushing the weapon equivalency system a bit too far this time ;), but hey, this is the whole point about these PCs: showing some interesting ability combos without been broken or illegal. Beside, it's a real blast for me to cook up these characters. (Hmm... how am I going to surprise my players in my next game ?)

For the rest: Well, this is something you might want to keep your eyes peeled for, Blackdirge: ever since Complete Adventurer came out with its weapon equivalency system, players and DMs alike have been trying to take a weapon and to treat it like another weaker weapon, all a logical way. We can't really blame them, because subsequent books used that system as well, like Races of the Wild and Races of Eberron.

Technically speaking, it's possible to find a equivalent weapon for most of your PrCs Blackdirge:

- Arbalestier: great crossbow [optional] (Races of Stone)

- Shatterskull Adept: warmace [confirmed] (Complete Warrior)

- Peltast: peltast javelin [optional] (Blackdirge's Master of Arm: Peltast) / spinning javelin [optional] (Arm & Equipment Guide)

- Hoplite: ripper [optional] (Planar Handbook) / crossbow sword bayonet [confirmed] (Complete Scoundrel)

- Halberdier: heavy poleaxe [confirmed] (Complete Warrior)

- Pikeman: greatspear [confirmed] (Complete Warrior)

- Crimson Cleaver: longaxe [confirmed] (Complete Adventurer)

- Cudgel Thug: shillelagh [optional] (Blackdirge's Master of Arm: Cudgel Thug) / tigerskull club [optional] (Frostburn)

- Spear Sentinel: none so far for the ranseur

- Knight of Staves: longstaff [confirmed] (Complete Adventurer)

- Crimson Pugilist: none so far for the spiked gauntlet... except a battlefist (Eberron Campaign Setting)

- Nimbleknife: drow long knife [confirmed] (Races of Eberron)

- Curse Slinger: dire sling [optional] (Races of the Wild)

- Legionnaire: broad-blade short sword [confirmed] (Complete Adventurer) / elven light blade [confirmed] (Races of the Wild)

- Falchioneer: great falchion [optional] (Sandstorm)

- Shieldbearer: gauntlet shield [optional] (Races of Stone)

- Escrimeur: elven light blade [confirmed] (Races of the Wild) / elven thin blade [confirmed] (Races of the Wild) / elven court blade [optional as estoc] (Races of the Wild)

- Axe Reaver: none so far for the battleaxe

and the list goes on:
- great scimitar from Sandstorm as scimitar [optional]
- drow scorpion chain from Races of Eberron as spiked chain [confirmed]
- greatbow from Complete Warrior as longbow [confirmed]
- whip-dagger from Arm & Equipment Guide as whip [confirmed]
- etc...

See where I'm getting at ? This is a powerful, yet legal way to build a powerhouse, and that's basically what I'm using to build these characters. So be on the lookout when DMing... or feel free to use this at your advantage.

Thanks for your comment BD.
 

BLACKDIRGE

Adventurer
JiCi said:
For the emphasis: Eh eh, woops... my bad. Guess I've been pushing the weapon equivalency system a bit too far this time ;), but hey, this is the whole point about these PCs: showing some interesting ability combos without been broken or illegal. Beside, it's a real blast for me to cook up these characters. (Hmm... how am I going to surprise my players in my next game ?)

For the rest: Well, this is something you might want to keep your eyes peeled for, Blackdirge: ever since Complete Adventurer came out with its weapon equivalency system, players and DMs alike have been trying to take a weapon and to treat it like another weaker weapon, all a logical way. We can't really blame them, because subsequent books used that system as well, like Races of the Wild and Races of Eberron.

Technically speaking, it's possible to find a equivalent weapon for most of your PrCs Blackdirge:

- Arbalestier: great crossbow [optional] (Races of Stone)

- Shatterskull Adept: warmace [confirmed] (Complete Warrior)

- Peltast: peltast javelin [optional] (Blackdirge's Master of Arm: Peltast) / spinning javelin [optional] (Arm & Equipment Guide)

- Hoplite: ripper [optional] (Planar Handbook) / crossbow sword bayonet [confirmed] (Complete Scoundrel)

- Halberdier: heavy poleaxe [confirmed] (Complete Warrior)

- Pikeman: greatspear [confirmed] (Complete Warrior)

- Crimson Cleaver: longaxe [confirmed] (Complete Adventurer)

- Cudgel Thug: shillelagh [optional] (Blackdirge's Master of Arm: Cudgel Thug) / tigerskull club [optional] (Frostburn)

- Spear Sentinel: none so far for the ranseur

- Knight of Staves: longstaff [confirmed] (Complete Adventurer)

- Crimson Pugilist: none so far for the spiked gauntlet... except a battlefist (Eberron Campaign Setting)

- Nimbleknife: drow long knife [confirmed] (Races of Eberron)

- Curse Slinger: dire sling [optional] (Races of the Wild)

- Legionnaire: broad-blade short sword [confirmed] (Complete Adventurer) / elven light blade [confirmed] (Races of the Wild)

- Falchioneer: great falchion [optional] (Sandstorm)

- Shieldbearer: gauntlet shield [optional] (Races of Stone)

- Escrimeur: elven light blade [confirmed] (Races of the Wild) / elven thin blade [confirmed] (Races of the Wild) / elven court blade [optional as estoc] (Races of the Wild)

- Axe Reaver: none so far for the battleaxe

and the list goes on:
- great scimitar from Sandstorm as scimitar [optional]
- drow scorpion chain from Races of Eberron as spiked chain [confirmed]
- greatbow from Complete Warrior as longbow [confirmed]
- whip-dagger from Arm & Equipment Guide as whip [confirmed]
- etc...

See where I'm getting at ? This is a powerful, yet legal way to build a powerhouse, and that's basically what I'm using to build these characters. So be on the lookout when DMing... or feel free to use this at your advantage.

Thanks for your comment BD.

I see your point, but the Master at Arms prestige classes were designed for one or two specific historical weapons. Most of the weapons you listed are exotic weapons and would definitely unbalance some of the prestige classes I've written. In fact, I've written the abilities for the prestige classes so that they only function with the specific weapons they are designed around.

Now, with that said, I certainly don't have a problem with my customers using my products in any way they like. I do think your write-ups are interesting, and I enjoy reading them. However, you could run into some balance issues by using different weapons than those the classes was desgined for, but if you and your DM are cool with that, I say run with it. :D

BD
 

sukael

First Post
JiCi said:
Awww... come on, like I need 1001 movements moves to be a powerhouse.

You will if you want to fight a CR-appropriate dragon, or spellcaster, or demon, or devil... and I could go on for long time here.
 

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