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Your mother is a toothless wHero.
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<blockquote data-quote="Visigani" data-source="post: 5663347" data-attributes="member: 6676235"><p>So, I've been contemplating releasing a book of "adjustments". I have a title and a general theme in mind but one particular part of the book has been getting kicked around on these forums lately... and that's been the vast discrepancy of power between Casters and Combatants...</p><p></p><p></p><p>To this end I'm proposing we dissolve the Fighter, Barbarian, Ranger, and Paladin class... and just about everything else with a BAB of +1 per.</p><p></p><p></p><p>Henceforth +1 BAB is the sole dominion of the "Hero" class.</p><p></p><p>Despite the recent advent of Harry Potter and his ilk rarely were straight casters ever the heroes of the story. More often they were advisors or companions, Merlin to Arthur so to speak.</p><p></p><p></p><p>The Hero will be a class unto itself, BAB of +1, Good Fort, base d10 hp, light armor, martial weapons.</p><p></p><p>They will also have access to a list of feats available only to "Heros" or villains as it were. Further, each, in a vein similar to the Ranger's "Weapon Mastery" will choose a "Path". Paladin, Fighter, Barbarian, Ranger and the associated benefits and drawbacks.</p><p></p><p></p><p>So, of course, wtf are these feats?</p><p></p><p></p><p>These are feats that are "Destiny" based. It's as if fate intervened to protect the Hero or to do his bidding. For example..</p><p></p><p></p><p>[Destiny] Moments of Glory</p><p>Req: BAB +16</p><p>You become virtually unkillable by mortal means. All attacks that land against you deal the least amount possible to a minimum of 1 point of damage. You are immune to any magical effect that you feel would be injurious to your person even if you would be otherwise unaware of it. The environment conspires to defend you against natural and unnatural foes alike. Should the ceiling of the cave come tumbling down, you would find yourself in a pocket untouched by debris. </p><p></p><p>Moments of Glory lasts for five rounds, and recharges once per week. You may use each of these moments consecutively, or disperse them throughout the week. You may use Moments of Glory as an immediate action. If you have already used your free, swift, or immediate action for that round you may still use Moments of Glory but sacrifice a move action the following round. </p><p></p><p></p><p></p><p>Other destiny type feats would buff the party/allies. Would grant the hero leadership of an army or band, even a sidekick.</p></blockquote><p></p>
[QUOTE="Visigani, post: 5663347, member: 6676235"] So, I've been contemplating releasing a book of "adjustments". I have a title and a general theme in mind but one particular part of the book has been getting kicked around on these forums lately... and that's been the vast discrepancy of power between Casters and Combatants... To this end I'm proposing we dissolve the Fighter, Barbarian, Ranger, and Paladin class... and just about everything else with a BAB of +1 per. Henceforth +1 BAB is the sole dominion of the "Hero" class. Despite the recent advent of Harry Potter and his ilk rarely were straight casters ever the heroes of the story. More often they were advisors or companions, Merlin to Arthur so to speak. The Hero will be a class unto itself, BAB of +1, Good Fort, base d10 hp, light armor, martial weapons. They will also have access to a list of feats available only to "Heros" or villains as it were. Further, each, in a vein similar to the Ranger's "Weapon Mastery" will choose a "Path". Paladin, Fighter, Barbarian, Ranger and the associated benefits and drawbacks. So, of course, wtf are these feats? These are feats that are "Destiny" based. It's as if fate intervened to protect the Hero or to do his bidding. For example.. [Destiny] Moments of Glory Req: BAB +16 You become virtually unkillable by mortal means. All attacks that land against you deal the least amount possible to a minimum of 1 point of damage. You are immune to any magical effect that you feel would be injurious to your person even if you would be otherwise unaware of it. The environment conspires to defend you against natural and unnatural foes alike. Should the ceiling of the cave come tumbling down, you would find yourself in a pocket untouched by debris. Moments of Glory lasts for five rounds, and recharges once per week. You may use each of these moments consecutively, or disperse them throughout the week. You may use Moments of Glory as an immediate action. If you have already used your free, swift, or immediate action for that round you may still use Moments of Glory but sacrifice a move action the following round. Other destiny type feats would buff the party/allies. Would grant the hero leadership of an army or band, even a sidekick. [/QUOTE]
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