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<blockquote data-quote="jerichothebard" data-source="post: 723415" data-attributes="member: 4705"><p>Here are a few thoughts, based mostly on a comparison with the other advanced classes:</p><p></p><p>Why Knowledge (tactics)? MA's have Jump, which at least is a skill with concrete applications - I would suggest maybe balance instead. When fighting with a sword or other bladed weapon, balance is your supreme concern.</p><p></p><p>A martial arts-based class without Listen and Spot as class skills? So much for that 'zen awareness' thing most masters have going...</p><p></p><p>Ki frenzy at first level seems a bit overpowered, considering that the MA doesn't gain the flurry of blows (which is only part of ki frenzy) until 7th... </p><p></p><p></p><p>I am a little concerned about the idea of giving them the ability to focus/specialize/improved critical in whole GROUPS of weapons - in each of those cases, the related feat in question applies only to one weapon (longsword OR katana, for example)... so you are in effect giving them a bunch of feats at a time. </p><p></p><p>You state your goal as having a class that is "a master of melee fighting with a variety of weapons." - which makes it different from the Gunslinger and the Soldier, both of whom specialize in one weapon. So, I would suggest something more like this:</p><p></p><p><strong>Weapons Aptitude</strong>: At third level, the penalty for using an weapon without the proper weapon proficiency is reduced by 2, to -2. This only applies to objects that are actually considered <em>weapons</em>, not to improvised weapons.</p><p></p><p><strong>Improvised Weapons</strong> : At sixth level, you gain the ability to treat any object as a simple melee weapon using the stats listed here. Determine the size of the object or weapon and use the following chart.</p><p></p><p><strong>Size | Damage | Threat | Crit | Reach</strong></p><p>Tiny | 1d2 | 20 | x2 | as object</p><p>Small | 1d4 | 20 | x2 | as object</p><p>Medium | 1d6 | 20 | x2 | as object</p><p>Large | 1d8 | 20 | x2 | as object</p><p>Huge | 1d10 | 20 | x2 | as object</p><p></p><p>If the DM determines that there is no way the object in question could do regular damage it instead deals subdual damage. Additionally any object used as a weapon via this feat can deal subdual damage at the usual penalty.</p><p></p><p><strong>Weapons Mastery</strong>: At tenth level, the archaic weapons master gains the ability to use any melee weapon as though they were proficient in it, without penalty. </p><p></p><p>You might also consider making the above at lower class levels than I listed and adding in one that gives them the ability to do extra damage at the cost of an action point. See the gunslinger's Bullseye for an example, but also note that that is with one specific weapon, and at tenth level. Maybe something more like adding an extra 1d4 or 1d6 to the damage, or even 2d4. (3d6 seems a bit much, since this would apply to every weapon.) </p><p></p><p>Or give them the ability to crit on a 19-20 with ANYTHING.</p><p></p><p>This gives them a lot of difference from the soldier, which is still the class I would take to specialize in ONE melee weapon.</p><p></p><p></p><p></p><p></p><p>Also, what's with the mediocre BAB progression? This is a fighting class. </p><p></p><p>Bonus feats: I would suggest adding Improved Disarm, the whole Power attack chain, and quick draw. I might even suggest removing the Weapon Focus and Improved Critical feats, and weapon finesse, since those are all weapon-specific.</p><p></p><p></p><p></p><p></p><p>Hope this helps</p><p></p><p>jericho</p></blockquote><p></p>
[QUOTE="jerichothebard, post: 723415, member: 4705"] Here are a few thoughts, based mostly on a comparison with the other advanced classes: Why Knowledge (tactics)? MA's have Jump, which at least is a skill with concrete applications - I would suggest maybe balance instead. When fighting with a sword or other bladed weapon, balance is your supreme concern. A martial arts-based class without Listen and Spot as class skills? So much for that 'zen awareness' thing most masters have going... Ki frenzy at first level seems a bit overpowered, considering that the MA doesn't gain the flurry of blows (which is only part of ki frenzy) until 7th... I am a little concerned about the idea of giving them the ability to focus/specialize/improved critical in whole GROUPS of weapons - in each of those cases, the related feat in question applies only to one weapon (longsword OR katana, for example)... so you are in effect giving them a bunch of feats at a time. You state your goal as having a class that is "a master of melee fighting with a variety of weapons." - which makes it different from the Gunslinger and the Soldier, both of whom specialize in one weapon. So, I would suggest something more like this: [B]Weapons Aptitude[/B]: At third level, the penalty for using an weapon without the proper weapon proficiency is reduced by 2, to -2. This only applies to objects that are actually considered [I]weapons[/I], not to improvised weapons. [B]Improvised Weapons[/B] : At sixth level, you gain the ability to treat any object as a simple melee weapon using the stats listed here. Determine the size of the object or weapon and use the following chart. [B]Size | Damage | Threat | Crit | Reach[/B] Tiny | 1d2 | 20 | x2 | as object Small | 1d4 | 20 | x2 | as object Medium | 1d6 | 20 | x2 | as object Large | 1d8 | 20 | x2 | as object Huge | 1d10 | 20 | x2 | as object If the DM determines that there is no way the object in question could do regular damage it instead deals subdual damage. Additionally any object used as a weapon via this feat can deal subdual damage at the usual penalty. [B]Weapons Mastery[/B]: At tenth level, the archaic weapons master gains the ability to use any melee weapon as though they were proficient in it, without penalty. You might also consider making the above at lower class levels than I listed and adding in one that gives them the ability to do extra damage at the cost of an action point. See the gunslinger's Bullseye for an example, but also note that that is with one specific weapon, and at tenth level. Maybe something more like adding an extra 1d4 or 1d6 to the damage, or even 2d4. (3d6 seems a bit much, since this would apply to every weapon.) Or give them the ability to crit on a 19-20 with ANYTHING. This gives them a lot of difference from the soldier, which is still the class I would take to specialize in ONE melee weapon. Also, what's with the mediocre BAB progression? This is a fighting class. Bonus feats: I would suggest adding Improved Disarm, the whole Power attack chain, and quick draw. I might even suggest removing the Weapon Focus and Improved Critical feats, and weapon finesse, since those are all weapon-specific. Hope this helps jericho [/QUOTE]
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