ShadowyFigure
First Post
Though my experience with 3.5 is smaller then most of the D&D community (bout 2 ½ years) I noticed one thing, there are way to many classes, way to many splat books, full of things that could have been released for free or some where else. Now hopefully we wont see another completeathon and they wont release to many new base classes of archtypes that could have been placed elsewhere, instead I hope they do what I hope to do now.
Make powers and class feature options instead.
Below I will try and focus on to big major things I can see happening.
Monks, Ninjas and samurai and pirates.
To do this I will creature powers and class features to try and approach each arch role from different perspectives.
I will do this like so:
Monks: Rogue, Paladin
Ninjas: Rogues and Rangers.
Samurai: Warlord, Fighter, Paladin.
Pirates: Rogues, Fighters, Warlords.
Any way onto the main show I geuss.
1.0 MONKS
1.1 Rogues
In 3.5 Monks were a wild mix of skiller, heavy hitter and save master. I never liked this, I have many views on monks, could they be quick fast and stealthy like Ninjas only with out assassinating people, yes. In total the rogue monk I could visualize would most likely be a monk from the many kung fu films that you find. And this is how I will create the powers, and option I could visualise.
NEW CLASS FEATURE OPTION:
Rogue Tactics Option:
Art of the Monkey: You are known for your acrobatic nature, and incorporate this into a deadly unarmed fighting style. Your Unarmed Strikes deal one die more damage then normal. A Rogue who choses Art of the monkey deals lethal damage with unarmed Strikes and treats them as a viable option for Sneak Attacks.
DESIGN NOTE: The most important thing about strikers is damage, this increases the output of a rogues unarmed strike, Art of the Monkey/ Meh all I could think of a trick unarmed attacker.
Of course its not just class features that make up a class. It is also powers.
The monk of 3.5 had great maneuverability and so I believe that the powers I make for the rogue should Incorporate this. Not only this but the Monk could Stun his foe and Could attack more then once. It has been said all classes have a tiny bit of another role and so the Rogue monk will have such a bit. Taking a tad of controller.
Flurry of Blows Rogue Attack 1
He quickly span around striking with elbows and knees as well as fists.
At-Will ✦Martial, Unarmed Strike
Standard Action Melee
Requirement: Must be unarmored.
Target: see below.
Attack: bm vs. AC
Effect: You may make 2 basic melee attacks, these may target one creature or more.
DESIGN NOTE: This was hard to actually figure out as we have seen little multi attack options other then aoe spells. But thats not why I wanted. So for now it will remain as shown. Two basic melee attacks.
Springing Strike Rogue Attack 1
He struck quickly moving out of the way.
At-Will ✦Martial, Unarmed Strike
Requirement: Must be unarmored.
Effect: You may Shift 1 square both before and after the attack.
Target: One Creature
Attack: Dexterity vs. AC
Hit: 1[W]+ dex Damage.
DESIGN NOTE: Based on Deft Strike. Only instead of moving two squares you shift one square before the attack then shift one after the attack.
Stunning Fist Rogue Attack 1
He moved quickly punching hard, stunning me.
Encounter ✦Martial, Unarmed Strike
Standard Action Melee
Target: One Creature
Attack: Dexterity vs. Fortitude.
Hit: 2[w]+dex damage and target may only take a single minor action next turn.
DESIGN NOTE: As I did not want to weaken this with a save I just made it one turn only of no actions other then a minor one.
Monkeys Dance Rogue Attack 1
He danced around us knocking the wind out of us leaving us unable to chase after him...
Daily ✦Martial, Unarmed Strike
Standard Action Melee
Requirement: Art of the Monkey Rogue Class feature, unarmored.
Target: See below.
Attack: Dexterity vs. AC
Hit: 1[W] + dex Damage unable to take move action on their next turn. Save Prevents.
Secondry Target: See Below.
Attack: Dex vs AC
Hit: 1[W]+ Dex Damage. unable to take move action on their next turn. Save prevents.
Third Target: One Creature
Attack: Dex vs AC
Hit: 1[w]+dex damage. unable to take move action on their next turn. Save prevents.
Special: You may shift before and after each attack though you may target only one creature if you wish.
DESIGN NOTE: Not to sure on its balance however I could just imagine an unarmored guy dancing among a bunch of thugs hitting each one quick and precise while leaving them unable to move.
1.2 Paladins
The divine martial artist warrior is something 3.5 couldn't do for me but is something I could easily think of. In short a Paladin Monk would use something like Buddhist Palm Striking with divine energies flowing through there palms to injure the foes. Of course here I would see Defenses as a more important thing then damage out put and so unlike the rogue he will receive no increased damage.
NEW CLASS FEATURE OPTION:
Channel Divinity:
Channel Divinity: Enlightened Body Paladin Feature
Your unswerving faith in your deity has made you tougher.
Encounter ✦ Divine
Special: You can use a Channel Divinity power once
per encounter, but not two or more of these in the same
encounter.
Second Wind
Target: Self
Effect: Activate your second wind. You receive your wisdom or charisma modifier as a bonus to how much is healed.
DESIGN NOTE: You would take this instead of one of the other Channel Divinity Powers. The idea is through meditation your body has become a temple and so you can last longer in battle. In this sense you can use a healing surge. The action is second wind as dwarf paladin monks will then be able to use it as a minor action
As I have said I envision a Paladin monk using more of a Buddhist palm or Fut Ga style of fighting and this would be shown through his or her powers.
Prayers Palm Paladin Attack 1
he struck me, his palm full of divine energies.
At-Will ✦ Divine, Unarmed Strike
Requirement: Must be unarmored.
Target: One Creature
Attack: Cha or wis vs. Will
Hit: 1[W]+ cha or wis Damage. If you marked the target you gain +cha modifier to you attack roll.
DESIGN NOTE: The idea is, not even armor is a useful here.
Buddhists Touch Attack 1
He pummeled me his palms crackling as divine energy met armor.
At-Will ✦ Divine, Unarmed Strike
Requirement: Unarmoured
Attack: Cha or wis vs. Will
Hit: 1[W]+ cha or wis Damage. Target takes 2 ongoing radiaint damage. (save ends)
DESIGN NOTE: Ongoing damage can be fun, this gives the idea that the attacks damage lingers still injuring the target.
Attack of Faith Paladin Attack 1
Faith was behind his attack and so the divine energies tore me apart.
Encounter ✦Divine, Unarmed Strike
Requirement: Must be unarmored.
Effect: You may Shift 1 square both before and after the attack.
Target: One Creature
Attack: Cha vs. Reflex
Hit: 2[W]+Wis or Cha modifier damage and all adjacent enemies take 2 ongoing radiant damage. (save ends) if target is marked then they take 5 ongoing radiant damage. (save ends)
DESIGN NOTE: Yeah I know, not much of an improvement from Buddhists touch but I dont know adds some control. again im going with lingering energies.
Dawn and Dusk Paladin Attack 1
And so felt the true power of Fut Ga.
Daily ✦Divine, Unarmed Strike
Requirement: Must be unarmored.
Effect: You may teleport 3 squares before and after the attack.
Target: One Creature
Attack: Cha vs. Will
Hit: 3[W]+Wis or Cha modifier radiant damage target is pushed back cha modifier squares.
DESIGN NOTES: I just wanted the Paladin Monk to have an awesome unarmed strike daily power.
more soon. do feel free to comment however.
Make powers and class feature options instead.
Below I will try and focus on to big major things I can see happening.
Monks, Ninjas and samurai and pirates.
To do this I will creature powers and class features to try and approach each arch role from different perspectives.
I will do this like so:
Monks: Rogue, Paladin
Ninjas: Rogues and Rangers.
Samurai: Warlord, Fighter, Paladin.
Pirates: Rogues, Fighters, Warlords.
Any way onto the main show I geuss.
1.0 MONKS
1.1 Rogues
In 3.5 Monks were a wild mix of skiller, heavy hitter and save master. I never liked this, I have many views on monks, could they be quick fast and stealthy like Ninjas only with out assassinating people, yes. In total the rogue monk I could visualize would most likely be a monk from the many kung fu films that you find. And this is how I will create the powers, and option I could visualise.
NEW CLASS FEATURE OPTION:
Rogue Tactics Option:
Art of the Monkey: You are known for your acrobatic nature, and incorporate this into a deadly unarmed fighting style. Your Unarmed Strikes deal one die more damage then normal. A Rogue who choses Art of the monkey deals lethal damage with unarmed Strikes and treats them as a viable option for Sneak Attacks.
DESIGN NOTE: The most important thing about strikers is damage, this increases the output of a rogues unarmed strike, Art of the Monkey/ Meh all I could think of a trick unarmed attacker.
Of course its not just class features that make up a class. It is also powers.
The monk of 3.5 had great maneuverability and so I believe that the powers I make for the rogue should Incorporate this. Not only this but the Monk could Stun his foe and Could attack more then once. It has been said all classes have a tiny bit of another role and so the Rogue monk will have such a bit. Taking a tad of controller.
Flurry of Blows Rogue Attack 1
He quickly span around striking with elbows and knees as well as fists.
At-Will ✦Martial, Unarmed Strike
Standard Action Melee
Requirement: Must be unarmored.
Target: see below.
Attack: bm vs. AC
Effect: You may make 2 basic melee attacks, these may target one creature or more.
DESIGN NOTE: This was hard to actually figure out as we have seen little multi attack options other then aoe spells. But thats not why I wanted. So for now it will remain as shown. Two basic melee attacks.
Springing Strike Rogue Attack 1
He struck quickly moving out of the way.
At-Will ✦Martial, Unarmed Strike
Requirement: Must be unarmored.
Effect: You may Shift 1 square both before and after the attack.
Target: One Creature
Attack: Dexterity vs. AC
Hit: 1[W]+ dex Damage.
DESIGN NOTE: Based on Deft Strike. Only instead of moving two squares you shift one square before the attack then shift one after the attack.
Stunning Fist Rogue Attack 1
He moved quickly punching hard, stunning me.
Encounter ✦Martial, Unarmed Strike
Standard Action Melee
Target: One Creature
Attack: Dexterity vs. Fortitude.
Hit: 2[w]+dex damage and target may only take a single minor action next turn.
DESIGN NOTE: As I did not want to weaken this with a save I just made it one turn only of no actions other then a minor one.
Monkeys Dance Rogue Attack 1
He danced around us knocking the wind out of us leaving us unable to chase after him...
Daily ✦Martial, Unarmed Strike
Standard Action Melee
Requirement: Art of the Monkey Rogue Class feature, unarmored.
Target: See below.
Attack: Dexterity vs. AC
Hit: 1[W] + dex Damage unable to take move action on their next turn. Save Prevents.
Secondry Target: See Below.
Attack: Dex vs AC
Hit: 1[W]+ Dex Damage. unable to take move action on their next turn. Save prevents.
Third Target: One Creature
Attack: Dex vs AC
Hit: 1[w]+dex damage. unable to take move action on their next turn. Save prevents.
Special: You may shift before and after each attack though you may target only one creature if you wish.
DESIGN NOTE: Not to sure on its balance however I could just imagine an unarmored guy dancing among a bunch of thugs hitting each one quick and precise while leaving them unable to move.
1.2 Paladins
The divine martial artist warrior is something 3.5 couldn't do for me but is something I could easily think of. In short a Paladin Monk would use something like Buddhist Palm Striking with divine energies flowing through there palms to injure the foes. Of course here I would see Defenses as a more important thing then damage out put and so unlike the rogue he will receive no increased damage.
NEW CLASS FEATURE OPTION:
Channel Divinity:
Channel Divinity: Enlightened Body Paladin Feature
Your unswerving faith in your deity has made you tougher.
Encounter ✦ Divine
Special: You can use a Channel Divinity power once
per encounter, but not two or more of these in the same
encounter.
Second Wind
Target: Self
Effect: Activate your second wind. You receive your wisdom or charisma modifier as a bonus to how much is healed.
DESIGN NOTE: You would take this instead of one of the other Channel Divinity Powers. The idea is through meditation your body has become a temple and so you can last longer in battle. In this sense you can use a healing surge. The action is second wind as dwarf paladin monks will then be able to use it as a minor action
As I have said I envision a Paladin monk using more of a Buddhist palm or Fut Ga style of fighting and this would be shown through his or her powers.
Prayers Palm Paladin Attack 1
he struck me, his palm full of divine energies.
At-Will ✦ Divine, Unarmed Strike
Requirement: Must be unarmored.
Target: One Creature
Attack: Cha or wis vs. Will
Hit: 1[W]+ cha or wis Damage. If you marked the target you gain +cha modifier to you attack roll.
DESIGN NOTE: The idea is, not even armor is a useful here.
Buddhists Touch Attack 1
He pummeled me his palms crackling as divine energy met armor.
At-Will ✦ Divine, Unarmed Strike
Requirement: Unarmoured
Attack: Cha or wis vs. Will
Hit: 1[W]+ cha or wis Damage. Target takes 2 ongoing radiaint damage. (save ends)
DESIGN NOTE: Ongoing damage can be fun, this gives the idea that the attacks damage lingers still injuring the target.
Attack of Faith Paladin Attack 1
Faith was behind his attack and so the divine energies tore me apart.
Encounter ✦Divine, Unarmed Strike
Requirement: Must be unarmored.
Effect: You may Shift 1 square both before and after the attack.
Target: One Creature
Attack: Cha vs. Reflex
Hit: 2[W]+Wis or Cha modifier damage and all adjacent enemies take 2 ongoing radiant damage. (save ends) if target is marked then they take 5 ongoing radiant damage. (save ends)
DESIGN NOTE: Yeah I know, not much of an improvement from Buddhists touch but I dont know adds some control. again im going with lingering energies.
Dawn and Dusk Paladin Attack 1
And so felt the true power of Fut Ga.
Daily ✦Divine, Unarmed Strike
Requirement: Must be unarmored.
Effect: You may teleport 3 squares before and after the attack.
Target: One Creature
Attack: Cha vs. Will
Hit: 3[W]+Wis or Cha modifier radiant damage target is pushed back cha modifier squares.
DESIGN NOTES: I just wanted the Paladin Monk to have an awesome unarmed strike daily power.
more soon. do feel free to comment however.
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