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Author Topic: New Expert Class: (Looking for a Name)  (Read 115 times)
DW
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« on: September 29, 2014, 03:39:51 AM »

This grew entirely out of a conversation I had with a GM, in which I said: "Why aren't there any spellcasters who do anything with edge?" He pointed me to one of the Feat Chains that had come out of the forums here, but that wasn't enough for me, and I sat down and hashed out most of the ideas with him.

In the end, we ended up with a highly mobile class that moves through combat in a way I feel is largely unique, using spells that I rarely see spell casters use. It's probably the wackiest thing I've ever tried to come up with, but it felt fun coming up with it, and I wanted to hear some thoughts from people.

"A Class Without A Name" (Expert)

In spite of the potential within them, "A Class Without A Name" eschewed the paths of magic or enlightenment for a more martial life. However, as they went through the motions of wielding sword or fist, they felt the constant pressure of their natural magic flowing through them. Rather than push it away, they instead chose to embrace it, powering their magic through the thrill they experience in battle rather than any form of formal training.

Depending on your campaign, "A Class Without A Name" could be...
* A mysterious warrior looking for enlightenment
* A monk wielding strange powers
* That weird guy out in the desert that everyone knows about
* The descendant of a long line of powerful mages
* Your favorite character from Avatar (with some tweaking)
* A skirmisher with an extra trick up his sleeve

Party Role: Combatant. You may use spells, but you're not some silly finger waggler or runic weirdo. You use your magic for yourself, to empower your combat abilities and further your mental focus.

Class Features:

Requirements: Acrobatics 4 Ranks, Resolve 4 Ranks, Combat Focus. You may not have a casting level greater than 0 before entering this class.
Favored Attributes: Con and Dex
Class Skills: Acrobatics, Athletics, Impress, Notice, Resolve, Sense Motive, Survival, Tactics
Skill Points: 4 + Int per Level
Vitality: 12 + Con per Level

BAB: Med
Fort: Low
Ref: High
Will: Med
Def: High
Init: High
Lifestyle: Low
Legend: Low
SP: Low

Core:

Sly Empowerment: Your Covert and Chance Feats count as Basic Combat Feats for the purposes of Combat Focus.

Class Abilities:

Arcane Focus: At Level 1, you learn all spells listed in the Arcane Focus Spells sidebar. These spells are cast using Resolve instead of spellcasting, and you are always considered to have a Mage's Pouch for spells learned with this ability. You may cast spells with a level equal to half your character level (rounded up), and all spells with a range other than Personal instead have a range of Personal (and only Personal). These spells are cast using Edge in the place of Spell Points.

Combat Harrier: You are always moving at full tilt, feeding your adrenaline to itself to keep building it. At Level 2, you gain the Charge Basics feat. Also, once per round, when you use your Combat Focus featís ability, you gain 1 Edge.

Dramatic Reserves: When the time comes, you're more than ready. At Level 7, you gain the Living on the Edge feat, and during Dramatic scenes you gain the Regeneration (Edge) NPC ability.

Bonus Feat: At Levels 3, 5, 7, and 9, you gain an additional Basic Combat or Chance feat.

Light as a Feather...: At Level 4, your Jump Checks are no longer limited by your height, and you gain a +2 bonus to defense as long as you are wearing Light or No Armour.

...Stiff as a Board: At Level 8, you gain the Charge Attack NPC quality, and fittings no longer count against you armour grade for the purposes of the 'Light as a Feather' ability.

Physical Perfection: At Level 4, each time you fail a Acrobatics or Athletics check and donít suffer an error, you still succeed as long as the check DC (or your opponentís check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.

Adrenalin is Life: Your aura repels foreign magic like water off a duckís back. At Level 6, you gain Spell Defense equal to your Career Level + your Current Edge ◊ 4.

Adrenalin is Power: At Level 8, when you move adjacent to and attack a character in a single round, you gain 1 Edge.

Over 9000!: At Level 10, as a free action once per session, you immediately gain up to 5 Edge. Also, for the next ten rounds (or 1 minute), you may spend vitality instead of Edge to cast spells. Finally, you gain Double Cast as a temporary feat until the end of the scene.

Spells Sidebar:

All the spells for "A Class Without A Name" are chosen because they affect them personally. They don't toss out magic missiles or create walls. They improve themselves through their magic.

Level 0 - Feather Fall, Endure Elements, Expeditious Retreat, Water Walk
Level 1 - Divine Favor, Jump, Shield, True Strike I
Level 2 - Blur, Brawn I, Mage Armour, Resist Energy
Level 3 - Haste, Invisibility, Magic Vestment II
Level 4 - Divine Power, Elemental Shield, Freedom of Movement
Level 5 - Heal, True Seeing, Wild Side II

--------------------------------------------------------------------------------------

Afterword:

So, this is my first post of this kind, so let me know what you think or if you even think the idea is serviceable. Any, dear lord, any ideas you have (including a name for the class or names for the abilities) are both appreciated and welcomed. Also, please let me know if I've messed up on anything obvious. I wanna learn how to do this right, after all.

Thanks!

Edit: Updated based off of people's concerns:

Dropped Mobility Basics and replaced it with Resolve 4 Ranks. If you accept that "cannot have spell casting levels" is worth a point, then this should be sufficient. If people think it isn't, then I'll add more to it. To be honest, the necessity for mobility and fast movement in the class makes me really, really want to keep Mobility Basics, but if everyone seems to disagree, I'll bow to that pressure.

Core Ability has been updated to remove the issue of it being the primary edge generater. Moved other effects there to make Combat Focus the real crux of the class (see new version of Combat Harrier for the edge goodness).

Tinkered with wording on Arcane Focus.

Edge generation is moved to Level 2 and made much more flexible and fun. (Thanks Nuaurpy) This means that Level One is gonna be about those Zero Level spells unless you had some edge generation (a chance feat or class) before you came up to this class. Also removed More Than Luck and tinkered with it as well. Let me know if that's too OP for them.

Bonus Feats are now Chance based to give them more opportunities to get them and more ways to spend them.

I didn't change "Light" or "Stiff" much other than correcting wording. I like those abilities as is, really (note my aformentioned love of jumping).

Also, tinkered with the wording on Over 9000 and Adrenalin is Power, but they're essentially the same effects.
« Last Edit: September 29, 2014, 05:25:21 PM by DW » Logged
TKDB
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« Reply #1 on: September 29, 2014, 10:33:44 AM »

The basic concept is interesting, but this class is super unfocused. You've got it running spellcasting off Edge, but hardly anything in the class facilitates that. Your core ability lets you convert Combat Focus uses to Edge, but the core ability shouldn't be where you put effects that are vital to the class's intended function in the first place, as it's possible to take the class without getting the core ability. (I know, the name "core ability" is something of a misnomer like that.) Past that, the class doesn't really facilitate gaining Edge at all until you get to level 8 (I'm assuming Adrenaline is Power is supposed to come at level 8, though it doesn't mention as much). Your gamebreaker lets you get 5 Edge for free once per session...but then lets you use vitality rather than Edge to cast your spells when you do so?

You give bonus feats from the Basic Combat and Covert trees, but there are only two Basic Combat feat chains that give Edge (Aggro and Giant Slayer), and none in Covert. Pretty much all the feats that give Edge are in Chance, Melee Combat, and Unarmed Combat, so I'd expect an Edge-focused class to give Chance and either Melee or Unarmed Combat feats. I can see giving Basic Combat feats instead of Melee or Unarmed to allow the class to be equally suitable for both melee and unarmed styles, but the Covert feats feel totally out of place (they don't even really help the mobile style, seeing as you already have the big one for that in the prereqs), while the Edge use that you say is supposed to be the driving factor for the class gets forgotten.

Your B-slot abilities (level 2/7) should really be more connected. The feat tree crossover for determining Combat Focus uses is fitting, but you're throwing that in with feats that are totally unrelated both to each other and to the supposed focus of the class. The feats given should be part of the same chain, or at the very least synergize for a particular style.

The D-slot (level 4/8) is likewise something of a hodgepodge. What does lifting the Jump cap have to do with Charge Attack? What do either of those have to do with Edge? (I'm also a little confused as to why the upgrade allows you to keep your Defense bonus in moderate armor if that armor is partial armor with heavy fittings, but not if it's just plain moderate armor.)

Even the prereqs are pretty unfocused. Expert and Master class prereqs have a little more space for things that are more thematic than strictly required, but the same rule used for feat prereqs still applies as a less ironclad guideline: First and foremost, what do you absolutely need to have for this to even be functional? Combat Focus is there for the core ability, but otherwise does basically nothing for the class. Acrobatics and Mobility Basics are there because you want the class to be mobile, but they have no bearing on the Edge stuff, and really even for the mobile skirmisher approach the class is pretty unfocused, just giving a smattering of vaguely mobility-related benefits. Finally, you've got a class-defining ability that uses Resolve checks, but no Resolve prereq? A good rule of thumb is that if an Expert or Master class is going to rely on a certain skill, you should have some number of ranks in that skill as a prereq.

Essentially, it feels like two classes (a mobile skirmisher type and an Edge-powered self-buffer) got haphazardly smushed together. I have some concerns about the Edge-powered casting itself, but frankly I can't really properly assess that with the class being in its present unfocused form.
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meatwadf
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« Reply #2 on: September 29, 2014, 12:12:23 PM »

I have to agree with TKDB on pretty much everything. My first advice would be to drop the two feats you currently have as requirements, and look at Lucky Break, first and foremost as a requirement. Also, replace that acrobatics with resolve, for sure. Oh, and may wanna add sorcery campaign quality as a requirement.
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« Reply #3 on: September 29, 2014, 01:17:13 PM »

There's also that this class has a Spell Point progression that it literally cannot use unless you multiclass out of the class into a "proper" caster at some point. The "caster level zero" prereq actually reminds of the Intruder expert class from way back in Shadowforce Archer, and while I can see why you have that thematically, in my opinion classes that have fluff prereqs like this are a sign that your concept is too narrow for how FantasyCraft expert classes are expected to work. I think that accounts for TKDB's feeling that you're mushing up two general ability sets that don't interact much - it feels to me like you're trying to duplicate the diverse abilities of one specific character you had in mind for this.

That said, I like the idea of trading Combat Focus for edge, and letting different feat trees count for uses. (That should probably be widened to the standard "Count as Basic Combat Feats for the purposes of class abilities and feats" language, though, along with rethinking which feat trees you want to include.) Have you looked at Morg's take on the Jedi Watchman? That class also cues off Combat Focus in an even more involved way, you might find something worth pilfering there.

As for an Edge generator, you really need one outside of the Core Ability. Have you considered something akin to Strut, a Martial Artist ability? Basically, it gives you a small action die if you spend a half action posing after a successful attack. I think something along those lines that lets you trade a half action for a point of Edge (building up your power?) would do nicely.

I'm not strictly against coupling the class to Covert feats, not least because I made a covert feat chain for combat parcour and such which gets into the problems of building Edge through momentum, but I'm wary of building this into the class as frankly, outside of Mobility, the official Covert feats just don't synergize well with what you're trying to do. If you're gonna dig into Covert, you should think about what's in that tree other than the Mobility chain, and figure out whether that other stuff can fit into what you want to do with the class or if there's a better feat tree a class user would have more motivation to buy into.
« Last Edit: September 29, 2014, 01:19:58 PM by Gatac » Logged
Nuaurpy
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« Reply #4 on: September 29, 2014, 01:37:20 PM »

I think there's a good class buried in here. A skirmishing self buffer. Most of what TKDB said is accurate, I disagree with them on lifting the jump cap though, it makes sense when you look at what his spells are actually supposed to do.

From the top these are my suggestions, many of them will reflect what has already been said by the others.

Replace acrobatics with resolve, if that's your spell casting skill then it needs to be required. Combat focus seems in flavour of the class but then you immediately take away it's functionality by making sure that it's only used for generating edge. What if you changed that to "Whenever you use your combat focus it generates edge." you keep the self buff aspect and still make edge, it's not longer a painful choice or completely changing what people might have wanted the feat for in the first place. drop mobility basics as a feat prereq, nothing in the class needs or uses it, lucky break gives you edge for free each scene (acting like your starting spell points)

Your core ability should be a part of your first level ability. If this isn't your first expert class you won't get the core ability making the rest of this class nearly impossible to play. This should be something cool and flavourful, but not something that people will not take the class over if they can't get it.

Covert feats don't really fit with this class at all. I know that you could make some of them fit but this class doesn't have any covert skills, you'd basically be shoehorned into the Ambush, Garrote, or Mobility trees, if you don't use a garrote your options get slimmer, and ambush doesn't really fit the characters design. Go for chance which will grant edge generation and also feel like that "give it everything you have" motif that I get from this class.

Light as a Feather is good except the way that it limits armour. Is the armour limited by coverage and you meant partial armour, or by weight. I'm guessing coverage, but then why does partial plate hinder more than moderate padded armour? I'd just say when not wearing armour. Or change the limitations to not wearing full armour (which completely restricts jump checks anyway.)

Stiff as a board is good except when compared to earlier things in the class. Why give him charge attack after giving him charging basics? I'd change the level 2 feat to something else, or because 4/8 are usually the feat slots move charge attack to level two and find a feat that you can put here. Also light fittings don't actually change an armours coverage so those weren't restricted to begin with. What about something like "When wearing full armour the "Name here" can still jump as though he was unarmoured, although he is still restricted by his height.

Adrenaline is power is something that this class needs pretty bad, but it's also very open to abuse. with a feat like surge of speed or even just using club basics to move them and then move adjacent to them could make this an ability that essentially just says "Gain 1 edge per round." I think that this needs to be a little earlier in the class, maybe switch it with Adrenaline is life.

for over 9000 giving yourself a huge boost to edge... but then making it so you don't need it for the rest of the fight seems odd. What about something like "Once per session you may spend up to 5 edge to regain 5 vitality per edge spent in this fashion. For the remainder of the combat the "Name here" can spend vitality as though it were edge for the purposes of spell casting"
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« Reply #5 on: September 29, 2014, 01:38:57 PM »

There's also that this class has a Spell Point progression that it literally cannot use unless you multiclass out of the class into a "proper" caster at some point.

Spell points: low is 0 spell points. Every class that has no spell points is considered to have low spell points
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« Reply #6 on: September 29, 2014, 02:03:42 PM »

There's also that this class has a Spell Point progression that it literally cannot use unless you multiclass out of the class into a "proper" caster at some point.

Spell points: low is 0 spell points. Every class that has no spell points is considered to have low spell points

Shows what I know about casters, doesn't it. Tongue
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« Reply #7 on: September 29, 2014, 05:26:13 PM »

Updated some things! Change log is in the original post.

Also... Wow! I never expected so much feedback. Let me see if I can explain some things, address some concerns, then make some changes that satisfy some people's complaints.

Some Explanations:

I almost see this class's spells as tricks which they spend their edge on, so while their edge is how they do that, I didn't make it the focus of the entire class. It's a martial class that buffs itself, jumps in, then pulls back.

Also, the class is all about running and jumping and whatnot. Because of the quick movement in and out of combat, Covert Feats seemed like a logical choice.

Jumping is important if you're not fighting on even ground, someone is above you firing down, or you simply want to be awesome. I like the idea of this guy still being able to harry opponents in a confined space by jumping over them, bounding off walls, and leaping when someone else would have had to climb.

Edit:

And I missed one that I wanted to address: Charging.

Charge Basic gives you five more feet of movement and lets you make free attacks at any point during your movement (per/Action dice).  Charge Attack is a free Standard Move before attacking (3/combat). These are two different effects that I think could be really useful depending on the situation and how things have fallen, so they get them both. Popping the Standard as you run by to beat the crap out of the Special is handy, as is moving in, punching, and moving away again, especially if you're the faster of the two. The potential for zooming around the battlefield, dropping a buff on yourself, then moving in again... The differences of significant enough that I thought a player would be really happy to have them both. So I gave them both.
« Last Edit: September 29, 2014, 06:05:26 PM by DW » Logged
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« Reply #8 on: September 29, 2014, 11:33:40 PM »

Updated some things! Change log is in the original post.

It's coming along! I'm looking forward to seeing this concept really cleaned up and tuned. It's a neat idea, and seems like it'd lend itself to some pretty fun character concepts  Smiley

Quote
I almost see this class's spells as tricks which they spend their edge on, so while their edge is how they do that, I didn't make it the focus of the entire class. It's a martial class that buffs itself, jumps in, then pulls back.
It's fair to push for a mobile hit-and-run style like that, but the main thing is that the spells are too unique of a mechanic to be given such short shrift. If you're building a class with a really cool and unique ability like that, you need to make sure that ability is fully supported as a primary function of the class, because that's the thing that's going to really set it apart from the rest. I won't say there isn't design space for a specialist combatant expert class focusing on mobile skirmishing tactics (after all, we've got expert classes like Edgemaster for showy weapon combat, Bloodsworn for bodyguarding, Deadeye for sniping, etc.), but that's ultimately something you can more or less do pretty well with existing options. But using Edge to cast buffs on yourself? That's new. That's interesting. That's really, really cool! You need to make sure that aspect of the class is well supported by the class design itself, because it's going to be that, not the skirmishing stuff, that's really going to hook and draw people into wanting to play it.

Plus, it's what you've already given the class's prime ability slot real estate to. The level 1 slot (or "A slot") is supposed to be the class's establishing ability: The ability that kicks the class off to a strong start on its main schtick. It gives a strong indicator of what the class is meant to be doing. And then your gamebreaker is, well, your gamebreaker. It's the big sweet awesome thing that represents the pinnacle of the class's specialty. Bookending an expert class with an A slot and a gamebreaker that both deal with the same thing sends a pretty clear signal that this thing is something pretty central and important to the class.

Quote
Also, the class is all about running and jumping and whatnot. Because of the quick movement in and out of combat, Covert Feats seemed like a logical choice.
The main problem, as Nuarpy points out, is that Covert feats actually don't suit this class's style very well at all -- with the notable exception of the Mobility chain. If you really want to encourage that, then it'd be better to fit the Mobility feats specifically into the class. Mobility Basics in the prereqs is actually not a bad idea, here, provided that you keep the stuff that's actually truly required for the class to function (ie, Resolve and Combat Focus) in there too.

Incidentally, what's the deal with "can't have a caster level" prereq? If it's for balance (eg, to keep a Mage from just dipping the class to pick up a bunch of extra spells known), I'd say the better approach would be to reword the Arcane Focus ability to lock out such abuses rather than gating the class itself with prereqs that would also shut off perfectly reasonable builds. For example, I could see a Priest with a couple steps on the Path of Heroism, Strength, or War being a very fitting entry route for the class, and I don't see the casting level being an issue there.

I'd say the best way to prevent dip abuse by more conventional casters would be to actually avoid giving them as "spells known" at all. Something like so:
Quote
Arcane Focus: At Level 1, you may cast any spell in the Arcane Focus Spells sidebar as if you were an arcane caster with those spells known, but using Resolve in place of Spellcasting and Edge in place of spell points. The maximum level of spells you can cast this way is equal to half your Career Level. You do not gain the ability to take ranks in the Spellcasting skill, and if you already have (or later gain) arcane casting abilities from another source this ability does not grant you these spells as spells known for the purposes of casting with those abilities. You must still learn these spells through the normal methods in order to cast them in any way other than that granted by this ability.

With that, you can pretty safely avoid any issues of conventional casters dipping the class for munchkiny purposes, and thus drop the noncaster prereq. Drop the Acrobatics prereq as well and you can add Mobility Basics as a prereq, which by itself gives a bit of a nudge to at least consider pursuing the rest of the chain, and that basically covers all you'd really need the Covert tree for with this class.

Quote
Jumping is important if you're not fighting on even ground, someone is above you firing down, or you simply want to be awesome. I like the idea of this guy still being able to harry opponents in a confined space by jumping over them, bounding off walls, and leaping when someone else would have had to climb.
Fair points. The main thing that bugs me about the uncapping of Jump checks in Light as a Feather is that it doesn't really tie in with the connected Stiff as a Board ability at all. There are certain class ability slots that really are supposed to be connected, so just throwing random unrelated abilities (even if they are useful abilities!) into those slots is a little awkward. If you're giving bonuses to Defense and Jump in your first D slot (ie, the level 4 in the 4/8 pair), then the second installment of the D slot (level 8 ) ought to also grant something along those same lines. Perhaps not further bonuses to jumping per se, but at least something acrobatic, or that synergizes with jumping. Instead, you give Charge Attack, and while you're right that it's something that suits the intended style of the class and would be useful to players, it doesn't really have much to do with the jumping benefit you got from the earlier portion of that ability aside from the general vague idea of "being mobile".

Which is really the same issue I have with the B slot (level 2/7) ability as well. That's another case of paired ability slots, where one should build on (or at least be closely related to) the other. If you're giving Charging Basics at level 2, it's just jarring not to have Charging Mastery at level 7.

I could go through and give a point-by-point look over the class as it presently stands from top to bottom, but it's getting late and this post is pretty long as-is, so I'll leave that for tomorrow.
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« Reply #9 on: Today at 01:07:25 AM »

I think that the class should focus on one feat chain. If you're gonna have Mobility Basics as a prereq, grant Mastery and Supremacy in the B slot, along with some other bonus. Or, well, making Charging Basics the prereq and grant its Mastery and Supremacy, respectively. Considering that I see the Charging feat chain pretty well covered by Morg's Golden Lion, my inclination is to go with Mobility here, but that's your call which fits the class's style better. Charging has the advantage that it's Basic Combat, so it powers up Combat Focus even if a player for some reason doesn't get the Core Ability.

EDIT: Or if you have neither as prereq, then yeah, Basics and Mastery at 2 and 7.

On the jumping thing, have you considered the Martial Artist's (there I go again) Wuxia?
« Last Edit: Today at 01:09:06 AM by Gatac » Logged
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« Reply #10 on: Today at 04:39:28 AM »

As to name, I was reading at the fluff and thought I might be looking at a "wildling". A common name for a sort of spontaneous, perhaps slightly stunted or malformed magical talent.
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« Reply #11 on: Today at 09:21:37 AM »

As an aside, this class feels almost like a 'fix' to TOG's Monk class; a lot of the abilities, the focus on mobility, and especially the specific choices of spells, it feels like a Monk.

Now, Crafty already has a Monk, and while it is a different beast than this it is still a Monk in its own way. As such, we can't call this class a Monk... so, what can we call this class? The Ascetic (because it is fairly self-propelled and self-focused), or maybe the Wardancer. Just some suggestions!
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« Reply #12 on: Today at 10:21:25 AM »

I like something with "wild" in it for the name...though that might be because the concept that really sticks out to me as something I'd want to use this class for is one that, before discovering Fantasy Craft, I'd statted up as a self-buffing Wilder in TOG.

Anyway, as promised, top-to-bottom examination of the class:

Moving the feat tree crossover effect to the core ability is a good call. However, it's quite narrow, and honestly probably a bit underpowered for a core ability. My suggestion would be to change the effect to this:
Quote
<Insert pithy name here>: Your Chance feats count as Basic Combat feats for fulfilling prerequisites and requirements or determining the effects of any ability. Also, at Level 1 and for each Class Level thereafter, you gain 1 additional skill point that must be spent on Acrobatics or Resolve.
By reference to the Swashbuckler and Force of Nature, it seems that a good, safe template to use for an expert class core ability is to give an ability worth ~1 point by Species feat design guidelines, along with a thematically-earmarked bonus skill point allowance. Looking at Hart Noble, it seems safe to say counting one feat tree as another is a 1-point ability, so it would fit nicely in such a core ability. Chance feats are the obvious choice here, because as noted Covert feats by and large really don't do much for this class at all. And the extra skill point is a nice help since the class has low skill points but is pretty much required to invest a lot in Resolve to use the spells reliably.

The level 1 ability I addressed in my previous post.

The first half of your B slot (level 2/7) looks good, but I'm not so keen on the second. Getting Edge generation from your Combat Focus along with Charging Basics is a great level 2 ability. It fits well in the power level of that slot, and also fits well with the purpose of that slot, which is to further develop the core focus of the class. And that it does, admirably. It gives you your Edge to fuel those spells, and a feat to facilitate a mobile combat style. Great stuff.
The problem is, as I touched on earlier, you need the followup at level 7 to be closely related. You're giving a Basics feat at level 2, so that pretty much screams for the corresponding Mastery at 7. Living on the Edge is a nice feat, but it just doesn't have much to do with...well, anything the class does, really. Some sort of bonus Edge in Dramatic scenes is a great fit (I'm a bit leery of just giving a free point of Edge every round, but for now I'll just note that as something worth taking a closer look at in the future), but it should definitely be packaged with Charging Mastery as a direct followup to Combat Harrier.
As Gatac notes, you could alternatively go with Mobility Basics/Mastery in these slots, or the Mastery/Supremacy of either chain if you have the corresponding Basics as a prereq.

C slot (3/5/7/9) is solid now that it's giving Chance feats.

D slot, as I touched on earlier, needs some polishing. Light as a Feather seems fine as long as you fix up the terminology (in Fantasy Craft terms, it'd be "partial or no armor", not "light or no armor"). But you need Stiff as a Board to have something other than Charge Attack to tie in to that. Maybe some kind of offensive bonus when you Jump (or even, more generally, make an Acrobatics check)? Or, going with Gatac's suggestion, you could look at the Wuxia ability. You certainly couldn't give the whole effect along with the Defense bonus, and looking at the Monk I'm skeptical whether Wuxia I-II would actually be appropriate in general for an Expert class D slot, but you could take the two halves of the Wuxia I benefit (uncapped Jump and 50% increase on Jumping distance) and split them across the two installments of the D slot. Uncap Jump at level 4 and grant the Defense bonus, increase Jump results and the scope of the Defense bonus at level 8.
I'll also repeat my earlier point here about Stiff as a Board: Why exactly is partial armor with heavy fittings allowed, but moderate armor with light/no fittings not allowed, when they're the same coverage grade and offer comparable stats?
Also, if I may propose a name change: "Stiff as a Board" doesn't really sound very...heroic. Might I suggest "Float Like a Butterfly...Sting Like a Bee"? (Though that sort of presumes an offensive benefit in the level 8 slot; if you go with the split-up Wuxia I benefit like I suggested, that name wouldn't quite fit.)

E slot (level 4) is alright I guess. I'm a little leery about the idea of a flawless Acrobatics/Athletics pair, since autowinning bull rushes, grapples, and trips all with one ability kind of rubs me the wrong way, but I won't get too worked up over it at the moment.

No complaints about the F slot (level 6), though I will note that if you really want to give Charge Attack somewhere, this would be a good place to do it. It's a fairly standalone slot, and honestly Spell Defense is kind of meh. I probably wouldn't give Charge Attack if you're giving the Charging feats, though. Yeah, it's not strictly redundant, but you don't necessarily need a class to directly give you every last thing you could possibly want for a certain style of combat. Mobility feats + Charge Attack would be cool, but Charging feats + Charge Attack just feels kind of excessive.

G slot (level 8 ) is good, though the wording could use some cleanup: "At the end of your Initiative Count, if you moved adjacent to an adversary and attacked that adversary this round, you may gain 1 Edge."

(Also, regarding the F and G slot abilities: It really should be adrenalinE, with an "e" at the end. "Adrenalin", without the "e", makes biochem folks like me cry  Roll Eyes)

Finally, the gamebreaker. I mentioned it earlier, as did others, but the whole "Edge surge and then also not needing to use Edge anyway" is just weird. It's almost self-defeating (but for the fact that there are other things you can spend Edge on). I like the Edge surge effect, but the "spend vitality instead of Edge" has to go. What I would suggest in its place: Quickened spells. This is a self-buffer, right? What would really be good would be to give him the ability to get those buffs up as free actions so he can get to the smackdownage ASAP. When you just got ambushed by a dragon diving out of the cloud cover, you don't have time to spend building up to a crescendo -- you need to get juiced up and into the fight right NOW!

So maybe something like:
Quote
Once per session as a free action, you may gain up to 5 Edge. Until the end of the combat where you use this ability, you gain Double Cast as a temporary feat, and once per round you may cast one of your Arcane Focus spells as a free action.
...Well, maybe free casting every round might be a little much, but something along those lines anyway. It's a gamebreaker, so I started with a slightly aggressive formulation.

And lastly, another naming suggestion: How about "Pierce the Heavens" rather than "Over 9000!" for the gamebreaker? "Over 9000!" is just...kind of garishly memetic. Nothing wrong at all with pop culture references, but "Over 9000!" just really makes me cringe. It feels about the same to me as if you had a blasty caster class with a gamebreaker called "I'mma Firin' Mah Lazor".
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