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Spirit Knight, class based on Jedi!
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<blockquote data-quote="Asmor" data-source="post: 2694942" data-attributes="member: 1154"><p>I agree that the 2 seperate columns for reserve and max you can spend are a little redundant, since they're the same base, but I think it's best to keep it that way to avoid confusion. There's no such thing as having too much information, and if it makes it a bit more clear to people that they're supposed to receive their modifiers from different ability scores, then I think it's worth it.</p><p></p><p>The battle sense and spirit attack are the two things that I knew would really make or break this class... The other stuff is fun and flavorful, but those open up a whole lot of min-maxing potential. Spirit attack is the reason I gave the knight a cleric BAB instead of a full fighter BAB. I figured that this is supposed to be a fighting class, so giving it a worse BAB is a bit of a hit. Considering all the bonus feats a fighter gets, I think the ability to consistently have a large bonus to a moderate BAB is reasonably balanced.</p><p></p><p>I was considering limiting the abilities to light armor anyways, I think I will toss that in there. My idea for this is class is an agile, mobile fighter, and I used rangers as my template while working it out.</p><p></p><p>Regarding the spirit power names, do you think that they're too drab? I wasn't sure whether to go with simple generic names or try something a bit more flavorful, so I went with generic. I really like the idea of having Jedi in a D&D campaign, so I'm not too keen on inventing a whole new mythology for this class and divorcing it from its roots.</p><p></p><p>EDIT: I added the light armor restriction to all the powers that I felt required finesse, including spirit attack and battle sense.</p></blockquote><p></p>
[QUOTE="Asmor, post: 2694942, member: 1154"] I agree that the 2 seperate columns for reserve and max you can spend are a little redundant, since they're the same base, but I think it's best to keep it that way to avoid confusion. There's no such thing as having too much information, and if it makes it a bit more clear to people that they're supposed to receive their modifiers from different ability scores, then I think it's worth it. The battle sense and spirit attack are the two things that I knew would really make or break this class... The other stuff is fun and flavorful, but those open up a whole lot of min-maxing potential. Spirit attack is the reason I gave the knight a cleric BAB instead of a full fighter BAB. I figured that this is supposed to be a fighting class, so giving it a worse BAB is a bit of a hit. Considering all the bonus feats a fighter gets, I think the ability to consistently have a large bonus to a moderate BAB is reasonably balanced. I was considering limiting the abilities to light armor anyways, I think I will toss that in there. My idea for this is class is an agile, mobile fighter, and I used rangers as my template while working it out. Regarding the spirit power names, do you think that they're too drab? I wasn't sure whether to go with simple generic names or try something a bit more flavorful, so I went with generic. I really like the idea of having Jedi in a D&D campaign, so I'm not too keen on inventing a whole new mythology for this class and divorcing it from its roots. EDIT: I added the light armor restriction to all the powers that I felt required finesse, including spirit attack and battle sense. [/QUOTE]
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Spirit Knight, class based on Jedi!
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