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Rogue Mastermind Archetype Up, Courtesy of Extra Life
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<blockquote data-quote="GMforPowergamers" data-source="post: 7682985" data-attributes="member: 67338"><p>no one wants the power of a 12th level character at level 1... no one has asked for that...</p><p></p><p>again start at level 1 with d4's (I would say start with 2 of them) in a die pool that was BOTH inperation from bard and combat manuiver from battle master, give them a list of manuviers they can take (just off the cuff commander strike and inspire as per the bard is enough at 1st level... but to give some choice make 1 or 2 others up to go with) at level 2 give them the help as a bonus action, at level 3 choose sub class (inspiring or tactical) one extra die to the die pool and boost them to d6's... at level 4 they come back every short rest instead of long... at level 6 give them a second attack, at level 8 let them when ever they roll initative and have 1/2 there pool or less get 1d back... the dice go to d8's at 11, and d10's at 20th... always behind damage on battle master (only 2 attacks also) make up manuivers based on 4e powers that have level requirments... give more dice but less die code... let one manuiver heal 'spend a die, target CAN spend a Hit die and gain a bonus equal to your die.</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 7682985, member: 67338"] no one wants the power of a 12th level character at level 1... no one has asked for that... again start at level 1 with d4's (I would say start with 2 of them) in a die pool that was BOTH inperation from bard and combat manuiver from battle master, give them a list of manuviers they can take (just off the cuff commander strike and inspire as per the bard is enough at 1st level... but to give some choice make 1 or 2 others up to go with) at level 2 give them the help as a bonus action, at level 3 choose sub class (inspiring or tactical) one extra die to the die pool and boost them to d6's... at level 4 they come back every short rest instead of long... at level 6 give them a second attack, at level 8 let them when ever they roll initative and have 1/2 there pool or less get 1d back... the dice go to d8's at 11, and d10's at 20th... always behind damage on battle master (only 2 attacks also) make up manuivers based on 4e powers that have level requirments... give more dice but less die code... let one manuiver heal 'spend a die, target CAN spend a Hit die and gain a bonus equal to your die. [/QUOTE]
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