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Working on a new base class (ToB, Bo9S style)
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<blockquote data-quote="Arkhandus" data-source="post: 3691390" data-attributes="member: 13966"><p>You're welcome. Short response now, as it's really freakin' late where I am, and I'm still not sleepy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> but really ought to try falling asleep anyway at 5 am......</p><p></p><p></p><p>I'd move the defense bonuses to slightly different levels to stagger it a bit more, gained at even-numbered levels like 8, 14, and 18 or somesuch.</p><p></p><p></p><p>I dunno. Gives the class more MAD (multiple ability dependancy) since it'll need Str, Con, and Wis to all be somewhere between decent and great. Might be thematically appropriate but I dunno if it's fair balance-wise.</p><p></p><p></p><p>Deflect Arrows is a feat from the Player's Handbook. Feinting in combat is one of the options listed in the description of the Bluff skill in the Player's Handbook.</p><p></p><p>Deflect Arrows used a Reflex save in 3.0 rules but 3.5 made it automatic, and either way it's always been no damage when successful; it harmlessly deflects one ranged attack per round, excluding stuff like boulders, siege weapons, giant-thrown rocks, magic missiles, scorching rays, etc.</p><p></p><p></p><p>Yeah, but Monks use ki as well, just less directly most of the time, and they're actually more likely to be Lawful Neutral than anything else. Ki is just personal energy of the body and spirit, sort of. It doesn't have to be positive or negative, though it can be sometimes.</p><p></p><p>My point was just that a Lawful Neutral Blademaster is going to have to learn either Cleansing Swords or Cursed Fangs, in addition to Balanced Blades. This means he will inevitably be heading towards good or evil alignment as he uses those maneuvers more and more often (just like a wizard who casts Animate Dead frequently, or Summon Monster IV to summon fiendish creatures, will eventually become evil-aligned himself if he doesn't balance that use of Evil-aligned spells with as much or more goodly actions). It would be difficult for the LN Blademaster to avoid quickly turning to LG or LE alignment.</p><p></p><p></p><p>Yes, you can. I recently said otherwise in another thread, but that's only because I got it mixed up in my head for a while about what stuff could and could not be used with maneuvers. Power Attack is one of those things that <strong>can</strong> be used with maneuvers.</p><p></p><p>So level 3 or 4 is probably best for the true strike maneuver.</p><p></p><p></p><p>Well....</p><p></p><p>Fang of Lifeleech</p><p>Cursed Fangs (Strike)</p><p>Level: Master of Blades 4</p><p>Prerequisite: Two Cursed Fangs maneuvers.</p><p>Initiation Action: 1 standard action</p><p>Range: Melee Attack</p><p>Target: One creature</p><p>Duration: Instantaneous</p><p><em>Fancy description goes here.</em></p><p></p><p>With this maneuver, make a single melee attack against a living creature within reach. If your attack succeeds and deals normal hit point damage, after any Damage Reduction or other defenses, you are healed as some of the victim's life-energy is forcibly transfered to you. Your attack deals +2d6 negative energy damage, and you are magically healed for an amount of hit point damage equal to one-half of the total damage you dealt with this attack, rounded up.</p><p></p><p></p><p></p><p>This may be on the weak side though, I'm not sure. May be more like 3rd-level material as-is, or might need 1-2 dice more/less of bonus damage, or might be just fine.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3691390, member: 13966"] You're welcome. Short response now, as it's really freakin' late where I am, and I'm still not sleepy :confused: but really ought to try falling asleep anyway at 5 am...... I'd move the defense bonuses to slightly different levels to stagger it a bit more, gained at even-numbered levels like 8, 14, and 18 or somesuch. I dunno. Gives the class more MAD (multiple ability dependancy) since it'll need Str, Con, and Wis to all be somewhere between decent and great. Might be thematically appropriate but I dunno if it's fair balance-wise. Deflect Arrows is a feat from the Player's Handbook. Feinting in combat is one of the options listed in the description of the Bluff skill in the Player's Handbook. Deflect Arrows used a Reflex save in 3.0 rules but 3.5 made it automatic, and either way it's always been no damage when successful; it harmlessly deflects one ranged attack per round, excluding stuff like boulders, siege weapons, giant-thrown rocks, magic missiles, scorching rays, etc. Yeah, but Monks use ki as well, just less directly most of the time, and they're actually more likely to be Lawful Neutral than anything else. Ki is just personal energy of the body and spirit, sort of. It doesn't have to be positive or negative, though it can be sometimes. My point was just that a Lawful Neutral Blademaster is going to have to learn either Cleansing Swords or Cursed Fangs, in addition to Balanced Blades. This means he will inevitably be heading towards good or evil alignment as he uses those maneuvers more and more often (just like a wizard who casts Animate Dead frequently, or Summon Monster IV to summon fiendish creatures, will eventually become evil-aligned himself if he doesn't balance that use of Evil-aligned spells with as much or more goodly actions). It would be difficult for the LN Blademaster to avoid quickly turning to LG or LE alignment. Yes, you can. I recently said otherwise in another thread, but that's only because I got it mixed up in my head for a while about what stuff could and could not be used with maneuvers. Power Attack is one of those things that [B]can[/B] be used with maneuvers. So level 3 or 4 is probably best for the true strike maneuver. Well.... Fang of Lifeleech Cursed Fangs (Strike) Level: Master of Blades 4 Prerequisite: Two Cursed Fangs maneuvers. Initiation Action: 1 standard action Range: Melee Attack Target: One creature Duration: Instantaneous [I]Fancy description goes here.[/I] With this maneuver, make a single melee attack against a living creature within reach. If your attack succeeds and deals normal hit point damage, after any Damage Reduction or other defenses, you are healed as some of the victim's life-energy is forcibly transfered to you. Your attack deals +2d6 negative energy damage, and you are magically healed for an amount of hit point damage equal to one-half of the total damage you dealt with this attack, rounded up. This may be on the weak side though, I'm not sure. May be more like 3rd-level material as-is, or might need 1-2 dice more/less of bonus damage, or might be just fine. [/QUOTE]
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