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*Pathfinder & Starfinder
The veteran (a prestige class inspired by a boring boxing match, revised 10/3-03)
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<blockquote data-quote="monboesen" data-source="post: 1149557" data-attributes="member: 4647"><p>I will try to adress each of your comments in the order of appeareance.</p><p></p><p>Not enough front loaded…</p><p>My review…</p><p></p><p>Well I guess that is a matter of taste. In my book frontloaded is a bad word that keads to cherry picking abilities from a multitude of classes. I would much rather reward the player that stays consitenly to a class and a theme for his character. Therefore i usually place the juiciest abilities at 6-10th level of a prestige class.</p><p></p><p></p><p></p><p>Requirements</p><p>Base Attack Bonus: +7</p><p>Skills: Sense motive 4 ranks (just allow s. motive as a class skill for fighter first) </p><p></p><p>Why should I allow Sense motive to fighters, they can have 4 ranks of any cross-class skill at level 5 and the class has no other skill requirements and practically forces the character to have hight intelligence (to get combat expertise) so it should have skill points enough. (That said I give 2 ekstra skillpoints to all characters per level regardless of class, thus my view might be skewed)</p><p></p><p></p><p>Feats: Combat Expertise, Endurance</p><p>Weapon and Armor proficiencies: All simple and martial weapons and all armor (heavy, medium and light) (usually not a prer.)</p><p></p><p>Well maybe not but it sort of fits. Could be to tough for monks though.</p><p></p><p>Wear them out (Ex): By moving around, dodging blows and only striking back occasionally a veteran can tire his opponent before going on the offense. If the veteran keeps engaging an opponent with at least one attack each round his opponent must roll fortitude save (DC 10+veteran level and int modifier+1/round after the third) after three rounds and each following round. If he fails it he is fatigued for as long as the veteran keeps attacking each round. Doesn’t work against construct and undead opponents.</p><p></p><p>Or any other creature immune to fatigue, but it is a always a good idea to be precise. I will try harder.</p><p></p><p></p><p>Roll with it (Ex): The veteran can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the veteran can attempt to roll with the damage. To use this ability, the veteran must attempt a Reflex saving throw (DC = damage dealt). The veteran gets a competence bonus equal to his class level to the save. If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied her Dexterity bonus to AC, he can’t use this ability. <u>Is it the same as the rogue ability?</u></p><p></p><p></p><p>Basically yes. Though I am tempted to make it an attak roll in place of the save as suggested by a former poster.</p><p></p><p></p><p>Take no chance (Ex): A veteran is a master of pacing, staying out of reach and taking a poke shot at just the right time. The veteran can spend a full round action gaining only one attack, in that round and until his next action he can take a penalty to attack of any number equal to his base attack bonus or less and gain that penalty as a dodge bonus to armor class. Improved combat expertise ability works as normal if the opponent has less base attack bonus than the veteran (can stack).</p><p></p><p><u>? There is a wait maneuver. If using take no chances + wait…. (Rephrase like it</u>Last strike counts (Ex): The veteran focuses on defending himself and then striking at the opening just as his opponent attacks. In any round where the veteran is already using the Take no chance ability and delays his action to just after an opponents (wait maneuver), he gets a +4 circumstance modifier to hit.</p><p></p><p>As far as I know the wait maneuver is called Delay <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Improved feint </p><p></p><p>That is a feat in 3.5 ed allowing to bluff in combat as a move action.</p><p></p><p>Out of harms way (Ex): The veteran is an expert at presenting only non vital parts of his body to attacks. If struck a critical hit there is a 50% chance that he turns the critical blow into a normal one. <u>The % Improves at higher levels.</u></p><p><u>Nullified if flanked or surprised</u></p><p></p><p>Good point about only working when not surprised. That should definately be how it works. Though I think it might be a good idea to spread the ability out a bit more I personally think that 95 % chance to avoid critical is to much. A more reasonable range might be three steps. Starting at 25 % at 3 level, then increasing to 50 % at 7 level and finally 75 % at 10 level.</p></blockquote><p></p>
[QUOTE="monboesen, post: 1149557, member: 4647"] I will try to adress each of your comments in the order of appeareance. Not enough front loaded… My review… Well I guess that is a matter of taste. In my book frontloaded is a bad word that keads to cherry picking abilities from a multitude of classes. I would much rather reward the player that stays consitenly to a class and a theme for his character. Therefore i usually place the juiciest abilities at 6-10th level of a prestige class. Requirements Base Attack Bonus: +7 Skills: Sense motive 4 ranks (just allow s. motive as a class skill for fighter first) Why should I allow Sense motive to fighters, they can have 4 ranks of any cross-class skill at level 5 and the class has no other skill requirements and practically forces the character to have hight intelligence (to get combat expertise) so it should have skill points enough. (That said I give 2 ekstra skillpoints to all characters per level regardless of class, thus my view might be skewed) Feats: Combat Expertise, Endurance Weapon and Armor proficiencies: All simple and martial weapons and all armor (heavy, medium and light) (usually not a prer.) Well maybe not but it sort of fits. Could be to tough for monks though. Wear them out (Ex): By moving around, dodging blows and only striking back occasionally a veteran can tire his opponent before going on the offense. If the veteran keeps engaging an opponent with at least one attack each round his opponent must roll fortitude save (DC 10+veteran level and int modifier+1/round after the third) after three rounds and each following round. If he fails it he is fatigued for as long as the veteran keeps attacking each round. Doesn’t work against construct and undead opponents. Or any other creature immune to fatigue, but it is a always a good idea to be precise. I will try harder. Roll with it (Ex): The veteran can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the veteran can attempt to roll with the damage. To use this ability, the veteran must attempt a Reflex saving throw (DC = damage dealt). The veteran gets a competence bonus equal to his class level to the save. If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied her Dexterity bonus to AC, he can’t use this ability. [U]Is it the same as the rogue ability?[/U] Basically yes. Though I am tempted to make it an attak roll in place of the save as suggested by a former poster. Take no chance (Ex): A veteran is a master of pacing, staying out of reach and taking a poke shot at just the right time. The veteran can spend a full round action gaining only one attack, in that round and until his next action he can take a penalty to attack of any number equal to his base attack bonus or less and gain that penalty as a dodge bonus to armor class. Improved combat expertise ability works as normal if the opponent has less base attack bonus than the veteran (can stack). [U]? There is a wait maneuver. If using take no chances + wait…. (Rephrase like it[/U]Last strike counts (Ex): The veteran focuses on defending himself and then striking at the opening just as his opponent attacks. In any round where the veteran is already using the Take no chance ability and delays his action to just after an opponents (wait maneuver), he gets a +4 circumstance modifier to hit. As far as I know the wait maneuver is called Delay ;) Improved feint That is a feat in 3.5 ed allowing to bluff in combat as a move action. Out of harms way (Ex): The veteran is an expert at presenting only non vital parts of his body to attacks. If struck a critical hit there is a 50% chance that he turns the critical blow into a normal one. [U]The % Improves at higher levels. Nullified if flanked or surprised[/U] Good point about only working when not surprised. That should definately be how it works. Though I think it might be a good idea to spread the ability out a bit more I personally think that 95 % chance to avoid critical is to much. A more reasonable range might be three steps. Starting at 25 % at 3 level, then increasing to 50 % at 7 level and finally 75 % at 10 level. [/QUOTE]
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The veteran (a prestige class inspired by a boring boxing match, revised 10/3-03)
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