Anyone have a CMwYCPHtC/WoF D&D Class or Suggestions?

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Koumei
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Post by Koumei »

They typically also abstract everyone's positioning and stuff - if we accept that "Whirlwind Attack" works by attacking everyone who's standing close to you, and that you can "Whirlwind Attack" one in six times, then you don't actually do the bit with tokens on squares. Instead, when you roll a six, the enemies are all near you, surrounding you, and when you roll a one, one of the enemies is leaping at you to be hit by Dragon Punch.

Which is why any effort to shoehorn it into D&D for anything that isn't "random magic spell" tends to have such problems, because D&D makes such a big fuss about everyone standing in specific squares and so on.

So it'll be interesting to see how this goes: it will need to draw actual mystic power and unleash it "at random" rather than just saying "Okay, I know you just moved all those minis like this, but actually they're all here so I can do X". If the powers are mostly things that trigger when you perform actions, that will work well - "On a charge, you [let all your allies charge]/[gain a healing burst]/[make a thunderclap]" and such.
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ModelCitizen
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Post by ModelCitizen »

FrankTrollman wrote:Anything else?
Assuming you just want stuff that's about their card-drawing mechanic, I'd add that the rules aren't clear at all on when crusaders can draw a new hand. CustServ had to weigh in on what happens if you have to draw from an empty deck (apparently you discard your whole hand, shuffle it with your discard pile, and draw a new starting hand, wtf) but I still can't figure out what happens if a crusader wants to use a maneuver outside of a DM-defined "encounter." Is that even allowed?
Blicero
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Post by Blicero »

As regards the CmwYCPHtC fluff explanation, I don't think we need to bother with talking about positioning or whatever, for this Crusader thingy. That would work for an abstract positioning system game, but 3.x really

The Crusader is basically just a better Paladin. So we use the original fluff, and say he relies on divine inspiration to power his supermoves. And even if you're a Crusader for a discipline-y god, it's still difficult for the mortal mind to take divine thoughts and transmute it into martial badassery. So there's still an element of chance in the process.

A potentially interesting class mechanic could be something along the lines of this:

Deities that Crusaders follow are generally into Discipline, or they're into Chaos. (not really an actual dichotomy, but whatever.) If your deity is more into Discipline, then you get some sort of control over the WoF roll/draw/whatever. Maybe you roll twice and choose your preferred result, or you get to pick a move you always have access to... etc.

If your deity is into Chaos, then you still roll a second WoF die. But if you roll well for that one, your move is like super effective or something like that. Double damage, higher save DC... It depends on what the maneuvers actually end up doing.
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Username17
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Post by Username17 »

The Crusader
All of my organs yearn to see this task done.

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The Crusader is a martial adept who is dedicated to and driven by some sort of cause. It may be good or evil, law or chaos, racial purity, religious conviction, or something else entirely. The Crusader trains hard and learns many forms of combat, but while in the heat of battle they are driven by inspiration. Some say they are guided by the divine, others that they simply train with too many forms to have a reliable battle order when blades are drawn.

Many Crusaders are members of specific schools of martial adeptness. These schools stress martial virtues, train with specific weaponry, and have identifiable styles. A character familiar with martial adepts can easily identify a Crusader's school simply by watching them fight. Your campaign world may have special schools of martial thought in it, discuss it with your Dungeon Master. The assumed schools of martial combat are White Raven (which uses the spiked chain, three section staff, and full blade), Devoted Dragon (which uses the shard sword, the skip rock, and the thin blade), Earth Spirit (which uses the war axe, the dire pick, and the ribbon dagger), Storm Guardian (which uses the pincer staff, the harpoon, and the net), and Amethyst Mind (which uses the maul, the mancatcher, and the shotput).

Many of a Crusader's abilities are triggered off of Charisma, and until the Crusader gains a few levels they will not have much in the way of abilities that function outside of melee range. Crusaders therefore are usually made with Charisma and Strength as primary attributes. In combat, a Crusader is fairly resilient and should usually find themselves pushed to the front line. Out of combat, Crusaders generally contribute to the party with social and leadership abilities.

Starting Age: As Fighter
Starting Equipment: 8d4x10gp
Alignment: Crusaders can and do fight for any cause, more often for ideology than for pure mercenary interest. A Crusader can be of any alignment, though the class implies a certain amount of fanaticism. The Crusader detects their alignment as if they were an Undead creature (ex.: with a moderate aura at level 3).

Hit Die: d10
Base Attack Bonus: +1/level
Good Saving Throws: Fortitude, Reflex, Will
Skill Points: 4+Int
Class Skills: Balance, Climb, Craft, Diplomacy, Disguise, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (Any), Linguistics, Listen, Move Silently, Perform, Profession, Ride, Search, Sleight of Hand, Spot, Survival, Swim.
Level:Abilities:Maneuvers Readied
1:Stance, Crusader Maneuvers, Furious Counterstrike6 (2)
2:Steely Resolve, Banner of Conviction6 (2)
3:Indomitable Soul6 (2)
4:Stance, Mettle6 (2)
5:Zealous Surge6 (2)
6:Smite, Interrupting Fury6 (2)
7:Stance8 (3)
8:Never Give Up8 (3)
9:Very Persuasive8 (3)
10:Stance, Never Surrender8 (3)
11:So Much Smiting8 (3)
12:Landlord10 (4)
13:Stance, So Much Zealotry10 (4)
14:Improved Mettle10 (4)
15:Keep Fighting10 (4)
16:Stance, Leadership10 (4)
17:12 (5)
18:Weapon Focus12 (5)
19:Stance12 (5)
20:World Conquest12 (5)

Class Feature

Weapon and Armor Proficiency: A Crusader is proficient with all simple and martial weapons. Crusaders are also proficient with light, medium, and heavy armor as well as all shields. If the Crusader is a member of a church or school, the character gains proficiency with their favored weapons, even if those weapons are exotic.

Crusader Maneuvers: Crusaders can use special combat techniques called "maneuvers". Maneuvers come as Strikes (which are standard actions), Counters (which are Immediate Actions), and Boosts (which are Swift Actions that normally have 1 round durations). A Crusader can use each available maneuver once before it becomes expended, however they get new available maneuvers every round (which may include maneuvers expended the previous round). Initiating a maneuver is an extraordinary ability. At first level, a Crusader knows 6 maneuvers, and learns two additional maneuevers every time they gain a level. A Crusader may also learn new maneuvers by undergoing a one day "training montage" with a teacher who knows the maneuver in question or an exhaustive written description of how the maneuver is performed. In order to learn a new maneuver, the character must meet the level requirement of it.

Maneuvers Readied and Available: Though a Crusader can use their abilities an unlimited number of times per day, they have a limited number of Maneuvers that are "ready" at any given time. Further, the Crusader relies upon the flash of divine or fanatical inspiration in battle and does not have full control over what maneuvers can be used at any given moment. The Crusader can change what maneuvers they have readied with five minutes of prayer and planning, but each round the Crusader randomly determines which maneuvers are "available" from among their readied maneuvers. The maneuvers are determined randomly at the beginning of the Crusader's turn, and continue to be available until the beginning of the character's next turn.

At first level, a Crusader can ready 6 maneuvers and two are available each round. The character may not ready more or less maneuvers than their maximum, and all readied maneuvers must be different. At 7th level, the number of maneuvers the Crusader readies increases to 8 and the number that are available each round increases to 3. These increase to 10 and 4 at twelth level, and 12 and 5 at seventeenth.
  • Determining Available Maneuvers.
    Probably the easiest way to generate your available maneuvers each round is to take six cards out of a regular poker deck (more for higher level Crusaders) and write the card symbols next to the maneuvers you want to ready. Then each turn shuffle the cards you had last turn into the cards you didn't have and deal yourself 2 new cards (more for higher level Crusaders). More enterprising players might want to write the actual names of their maneuvers onto cards and then prepare a new "deck" when they ready different maneuvers. A player could also use dice: write down a number next to each readied maneuver and then roll 2d6 (or 3d8, 4d10, or 5d12 for higher level Crusaders), with repeated numbers being rerolled until all dice are unique. The method you use isn't terribly important, so long as each maneuever has an equal chance of appearing each round.
If a Crusader's maneuevers or stances call on an opponent to make a saving throw, the DC is 10 + half level + Charisma modifier. If the Crusader is not in a battle and has not rolled initiative, they can be expected to be able to use any of their maneuvers given some time to psyche themselves up. Figure about one full round action to choose a specific maneuver if for some reason it is important enough to count time in rounds but not stressful enough that the character would roll initiative or otherwise be under threat.

Stances: A Stance is like a Boost that the Crusader can always use regardless of what maneuvers are ready or available. Each round they may expend a Swift Action to enact one of their known stances for one round. A Crusader knows one Stance at first level and learns a new one every three levels after that (levels 4, 7, 10, 13, 16, and 19). However, whenever a Crusader gains a level of any class, they may forget one of the Stances they know and learn a new Stance that they qualify for.

Furious Counterstrike (Ex): A Crusader has one Immediate Action and one Swift Action each turn instead of one or the other.

Steely Resolve (Ex): At 2nd level, a Crusader gains fast healing equal to half their character level when they are at less than half hit points.

Banner of Conviction (Ex): Allies within line of sight of a 2nd level Crusader gain a +2 Morale Bonus on saves versus Fear and to Morale tests.

Indomitable Soul (Ex): At 3rd level, a Crusader adds their Charisma modifier (if positive) to all Saving Throws.

Mettle (Ex): If a 4th level Crusader succeeds at a saving throw against an effect that is Fortitude or Will partial, the effect is negated as if the line read "Fortitude Negates" or "Will Negates".

Zealous Surge (Ex): A 5th level Crusader can reroll one Saving Throw per day. This does not require an action.

Smite (Ex): A 6th level Crusader can declare a "Smite" and gain an extra Swift Action (perhaps to use a Boost and a Stance, or two Stances in a turn or whatever). The Smite can only be declared once each until the next time the character readies maneuvers (though they need not actually change which maneuvers they are readying).

Interrupting Fury (Ex): A 6th level Crusader adds a bonus equal to their Charisma modifier to attack rolls made on other character's turns. The bonus is gained whether the attack is made because of an attack of opportunity, the effects of a Counter, a readied action, or any other effect that causes the Crusader to get an attack during another character's turn.

Never Give Up (Ex): An 8th level Crusader is not rendered unconscious by having more Subdual Damage than they have remaining hit points. Among other things, this means that they remain conscious while below zero hit points.

Very Persuasive (Ex): A 9th level Crusader gains a bonus to Intimidate checks equal to their ranks in the Intimidate skill. They also gain a +3 bonus to their Leadership score (if any).

Never Surrender (Ex): A 10th level Crusader is immune to [Compulsion] and [Fear] effects.

So Much Smiting (Ex): An 11th level Crusader may use their Smite every round, essentially giving them 2 Swift Actions per turn all the time.

Landlord: At 12th level, a crusader gains Landlord as a bonus feat.

So Much Zealotry (Ex): A 13th level Crusader regains the use of their Zealous Surge every time they ready maneuvers.

Improved Mettle (Ex): If a 14th level Crusader fails a Fortitude Partial or Will Partial save, they are affected with the partial effect as if a character without Mettle had succeeded at the save.

Keep Fighting (Ex): A 15th level Crusader can extend the duration of their stances or boosts from one round to two rounds. They may trigger this ability a number of times equal to their Charisma modifier each time they ready maneuvers. Extending a Boost or Stance is not an action.

Leadership: At 16th level, a Crusader gains a [Leadership] feat as a bonus feat.

Weapon Focus: At 18th level, the Crusader gains Weapon Focus and Weapon Specialization as bonus feats.

World Conquest (Ex): At 20th level, a Crusader wins D&D.

Names of Crusader Techniques

Techniques of Crusaders, whether they are stances or maneuvers, have individual names. These are generally procedurally generated as described below and contain a "unique bit". The unique bit for a technique could be anything, but established schools of Crusading have terms that they use over and over again. Below are pieces of text commonly used by several schools as well as some "generic" pieces of text you might put into your technique names regardless of what school you belong to (if any).
White RavenDevoted DragonStone SpiritStorm GuardianAmethyst MindGeneric
WarRighteousRockRainDiamondEastern/East
WingsGolden WyvernCavernHurricaneRubyWestern/West
VictoryGuardianHopeWindSapphireNorthern/North
CoveringDragonPiercerTumultGlassSouthern/South
GambitFlameMantleMountainObsidian(Character's Name)
LeaderFieryTrapperDark cloudBlueElothar
TacticsFaithLurkerbingoEmeraldPerfect
White RavenMetalLoyaltyWaveTopazJustice
WhiteBurningHammerDepressionSingularRage
RavenDrakeColumnCycloneQuandaryWings
EponymousScalesChasmGustShatterProgress
Self ReferentWhiteSpectralTornadoSafetyStrength
InspirationalRedGloomWaterInspiredPower
WolfGreenDespairFan DanceCoolTiger
SkullBlueSoulStormPurpleRhino
StrategemBlackDarknessWashCutterMouse

Crusader Stances

All stances are essentially Boosts in that they take a Swift Action to enact and last until the beginning of next turn. Each Crusader should name their stances, with the nomenclature of (unique bit) (ability entry) (the word "stance"). So for example, a Crusader might choose as their unique bit "Burning" and the ability entry "Clarity" and have "Burning Clarity Stance".

Clarity
Level: 1
Choose a target. The Crusader gains +2 to AC and Reflex Saves against attacks and abilities from that target.

Imposing
Level: 1
The Crusader may make one extra Attack of Opportunity each turn.

Punishment
Level: 1
The Crusader inflicts +1d6 of damage, but has -2 AC.

Earthroot
Level: 1
The character gains +20 to resist trips, bullrushes, and overruns. And +2 to Fortitude saves.

Mind Prism
Level: 1
The character gains a +20 to resist disarms and feints. And a +2 to Will saves.

Spinning
Level: 2
The character cannot be flanked and gains a +2 bonus to Reflex saves.

Dragon Slaying
Level: 2
The character gains +2 to attack and damage rolls against enemies that have more hit dice than they do.

Ghost Fighting
Level: 3
The character can touch and strike ethereal and incorporeal creatures with their melee attacks without suffering a miss chance for doing so.

Light Stepping
Level: 3
The character does not exert noticeable pressure on the ground and does not leave tracks. They can also stand on and move across water without falling in. This stance lasts until the character activates a different stance.

Aggressive
Level: 4
The character gains a bonus to damage rolls equal to their BAB.

Magicguarding
Level: 4
The character has Spell Resistance of 5 + Level.

Fortification
Level: 5
The character is immune to critical hits.

Giant Slaying
Level: 5
The character gains a +4 bonus to AC and attack rolls against enemies that are larger than they are.

Mountain Roots
Level: 6
The character gains a +10 bonus to resist Trip, Bullrush, Grapple, and Overrun. The character gains a +4 bonus to initiating any of these actions themselves.

Fast
Level: 6
The character's movement rate is increased by 30 feet.

Hungry
Level: 7
The character's attacks ignore concealment.

Shattered Soul
Level: 7
The character is considered to have a different alignment than their actual alignment for purposes of spells and effects. The alternate alignment is chosen when the stance is activated.

Anchored
Level: 8
The character cannot be teleported, summoned, or shifted into another plane. If they pass though a portal while in this stance, they simply move to the other side on the same plane of existence. This stance lasts until the character activates a new stance.

Eager
Level: 8
The character adds +4 to initiative checks. This stance can be declared before making an Initiative check on the first round, but it still uses up a Swift Action on the first round of combat.

Air Walking
Level: 9
The character does not fall, meaning that they are able to stand and move normally in the middle of the air at whatever height they have already achieved. They can also perform a series of high jumps to get to higher elevations. When the stance expires, the character loses 5 feet of elevation before they can reinitiate it.

Very Fast
Level: 9
The character's movement rate is increased by 60 feet.

Wolf Pack
Level: 10
The character can take an extra 5' step every time one of their attacks inflicts damage. This extra 5' step may be taken even if the character used normal movement and would not normally be allowed to take a 5' step that turn.

Troll Slaying
Level: 10
The character's attacks do normal damage and ignore reductions or transformations from Damage Reduction, Regeneration, Hardness, or Energy Resistance.

Alacritous
Level: 11
The character can take one extra Immediate Action this coming turn.

Cautious
Level: 11
Whenever the character rolls a saving throw, they may roll two d20s and select the result they like better.

Swarming
Level: 12
All allies gain a +5 morale bonus on attack rolls against enemies you threaten.

Tumultuous
Level: 12
Whenever the character rolls an attack roll, they may roll two d20s and select the result they like better.

Lucky
Level: 13
While in this stance, enemies within short range have a -2 Luck penalty on their Saves, Attack Rolls, and Checks.

Stunning
Level: 13
Any time the character inflicts damage on a target, that target must make a Fortitude Save or be stunned for one round.

Murderous
Level: 14
The first damage roll the Crusader makes each turn gains a bonus equal to twice the Crusader's BAB.

Chocolaty
Level: 14
The character is immune to ability damage and ability drain.

Selfless
Level: 15
The character is immune to [Mind Affecting] effects and does not appear in divinations. Actions taken while in this stance are considered to not happen for the purposes of the answers divinations give. This stance lasts until the character activates a new stance.

Prophetic
Level: 15
The character is not flat footed and acts normally this round. This stance can be activated before the character's first turn in a battle, but it still uses up a Swift Action in the first turn of that battle.

Earth Tapping
Level: 16
The character's speed is reduced by 10. So long as they are touching the ground, they have Regeneration 5/Electricity or Epic.

Careful
Level: 16
The character can take 10 on any d20 roll, even rolls that are not checks.

Pointless
Level: 17
The character does not look abnormal or out of place anywhere they go, even places where literally no one is normally allowed to be. Unless the Crusader actually engages in combat actions, their presence prompts not a second glance.

Soulless
Level: 17
If the character dies while in this stance, they return to life the next day unless their head has been removed from their body in the meantime.

Insulting
Level: 18
Enemies within short range of the Crusader are incapable of attacking or targeting any of the Crusader's allies unless the same action also targets or attacks the Crusader. A character can attempt to overcome this restriction for one round by spending a Swift Action to make a Willpower Save.

Invulnerable
Level: 18
Spell effects of 4th level or less do not function within short range of the character. As per globe of invulnerability except as described.

Dreadful
Level: 19
All enemies within line of sight of less than 8 hit dice are panicked. This is a [Mind Affecting] [Fear] effect.

Victorious
Level: 19
Whenever the character rolls a d20, they may roll two d20s and choose which one they like better.

Crusader Maneuvers

A Crusader's maneuvers can follow several naming conventions, which broadly fall into the category of (unique bit) (table entry) and (table entry) (unique bit). However, they can be tied together with possessives or prepositions in any way that makes them seem to flow better. Common choices for connectors are things like "of the". So by choosing the table entry "Nightmare Blade" and the unique bit "Elothar", you could plausibly have "The Elothar Nightmare Blade", "Elothar's Nightmare Blade", "Nightmare Blade Elothar", "Nightmare Blade of Elothar", or "Nightmare Blade of the Elothar". You can also experiment with converting nouns to adjectival forms to make things like "Elotharian Nightmare Blade". Really: go nuts.

Bone Crusher
Level: 1 Type: Strike
The Crusader makes a melee attack. This attack ignores any hardness, Energy Resistance, or Damage Reduction the target may have.

Brutal Strike
Level: 1 Type: Strike
The Crusader hits someone super hard with a melee attack. The attack does an extra d6 of damage. This bonus increases to 2d6 at 3rd level, 3d6 at 4th level, 4d6 at 6th level, 5d6 at 7th level, 7d6 at 8th level, 9d6 at 9th level, 11d6 at 10th level, 14d6 at 11th level, 16d6 at 12th level, 20d6 at 13th level, 100 points at 14th level, 110 points at 15th level, 125 points at 16th level, 150 points at 17th level, 175 points at 18th level, 200 points at 19th level, and 250 points of damage at 20th level.

Charging Minotaur
Level: 1 Type: Strike
The Crusader moves their speed (minimum 10 feet) into an opponent's square and initiates a Bull Rush (with the usual +2 for charging). If this succeeds, the character gains an immediate free attack with a +4 circumstance bonus on the to-hit roll.

Entrapment of Blades
Level: 1 Type: Counter
Can be used when a threatened opponent moves (including to take a 5' step). The Crusader may make a melee attack against that target.

Leading the Attack
Level: 1 Type: Strike
The Crusader makes a melee attack. If it inflicts damage on the target, the target provokes an attack of opportunity from every other creature.

Perfect Moment
Level: 1 Type: Counter
The Crusader may make a skill check instead of a Saving Throw. The character may choose the skill used.

Nightmare Blade
Level: 1 Type: Strike
The Crusader may make a normal melee attack. The target is treated as flat footed. The limit to how much attack bonus can be sacrificed into Power Attack while making a Nightmare Blade Strike is increased by 10.

Second Wind
Level: 1 Type: Strike
The Crusader makes a melee attack. If it damages the target, and the Crusader is at less than half hit points, they are healed enough to bring them to half hit points.

Stone Bones
Level: 1 Type: Boost
The Crusader gains DR X/Stone, where X is 3 + Level.

Taunting Blow
Level: 1 Type: Strike
The Crusader makes a melee attack. If it damages the target, and the Crusader has less temporary hit points than their Charisma modifier, they now have as many temporary hit points as their Charisma modifier. These temporary hit points expire the next time the character readies maneuvers.

Boulder Roll
Level: 2 Type: Strike
The Crusader may move their full speed and then make a melee attack. If the attack does any damage, the target is pushed back 5' and falls prone.

Blinding Blow
Level: 2 Type: Strike
The Crusader makes a melee attack. If the target takes any damage, they must make a Fortitude save or be blinded.

Revengeance
Level: 2 Type: Counter
Use when the Crusader is damaged by an opponent. The Crusader immediately responds by making a melee attack against that opponent.

Vision of Victory
Level: 2 Type: Boost
The Crusader gains a +10 Insight bonus to their first attack while this Boost is active, and that attack ignores concealment.

Executioner
Level: 3 Type: Strike
The Crusader makes a melee attack. If it inflicts any damage, the target must make a Fortitude Save or die.

Oldest Ploy
Level: 3 Type: Strike
All threatened enemies must make a Reflex Save or be blinded for one round. If at least one enemy is unable to see, the Crusader may make a melee attack against one of them.

Scary Face
Level: 3 Type: Boost
The Crusader may take one action with the Intimidate skill that would normally require a standard action (such as demoralize opponent) as part of initiating this Boost.

Toppling Tower Touch
Level: 3 Type: Counter
Use when a threatened opponent moves (including 5' steps). The Crusader makes a melee attack against that target. If it inflicts damage, the Crusader may also make a free Trip attempt.

Whirlwind
Level: 3 Type: Strike
The Crusader makes a melee attack against each target they threaten.

Foehammer
Level: 4 Type: Strike
The Crusader makes a melee attack. This attack does an extra 3d6 of damage and ignores any hardness, damage reduction, or energy resistance of the target. If the target takes any damage, they are staggered for one round.

Lingering Strike
Level: 4 Type: Strike
The Crusader hits the target with a cruel and lingering wound that disrupts their concentration. The Crusader makes a standard attack (melee or ranged). The attack does double damage, and is considered to be ongoing damage for purposes of Concentration checks made in the following round.

Listen Carefully
Level: 4 Type: Boost
The Crusader "sees" invisible and incorporeal things and ignores all concealment. The Crusader gains a +4 Insight bonus to attacks and Armor Class. This Boost does not function if the Crusader is deaf.

Wraith Strike
Level: 4 Type: Strike
The Crusader makes a melee attack. This attack is resolved as a melee touch attack.

Hydra Strike
Level: 5 Type: Strike
The Crusader makes a number of basic melee attacks at their highest attack bonus equal to their Charisma modifier. No more than 2 of these attacks can be directed to a single target.

Demoralizing Strike
Level: 5 Type: Strike
The Crusader hits a target so ugly that it freaks out all of their allies. The Crusader makes a melee attack. If the target takes any damage they are sickened for the next minute. All enemies within line of sight must make a Will save or become shakened for one round.

Subtlest Defense
Level: 5 Type: Counter
Use when the Crusader is targeted by an attack or magical effect. The Crusader may immediately take a five foot step. If the attack is no longer capable of hitting the Crusader, it fails.

Psychup
Level: 5 Type: Boost
The character adds a d12 to all their damage rolls.

Bonesplitting Strike
Level: 6 Type: Strike
The Crusader makes a melee attack. If the target suffers any damage, the target also takes 2d6 of Constitution damage.

Heart Seeker
Level: 6 Type: Strike
The Crusader makes an attack (melee or ranged), and if that attack does any damage, the target must make a Fortitude save or die.

Serpent and Mongoose
Level: 6 Type: Strike
The Crusader and every ally within short range may make an attack (melee or ranged).

Wizard Ender
Level: 6 Type: Counter
When a target the Crusader can see attempts to cast a spell or use a spell-like ability, the Crusader can make an attack (melee or ranged) against that target. If the attack inflicts damage, the target must make a concentration check or lose their spell as normal.

Covering Fire
Level: 7 Type: Counter
Use when an ally moves. The Crusader may make a full attack (melee or ranged), and the ally provokes no attacks of opportunity for moving through the threatened areas of any opponents the Crusader attacks with this action.

Critical Strike
Level: 7 Type: Strike
The Crusader makes an attack (melee or ranged), and if it hits it is a critical as if it had rolled a natural 20 and then confirmed. This attack ignores Cover of 90% or less and bypasses all Damage Reduction.

Invisible Path Following
Level: 7 Type: Counter
Use after another character uses a teleport effect that either begins or ends within long range of the Crusader. The Crusader immediately teleports to a point adjacent to where the originally teleporting character ends up (regardless of plane or distance) and then may make a normal melee attack.

Overwhelming Mountain
Level: 7 Type: Strike
The Crusader makes a melee attack. If the target takes any damage, they are stunned for one round.

Backstroke
Level: 8 Type: Counter
This maneuver can be used to interrupt any action. The Crusader makes an attack (melee or ranged), which may force a concentration check if it interrupts a spell or spell-like ability.

Demon Ender
Level: 8 Type: Strike
The Crusader makes an attack (melee or ranged). If the target takes any damage, they are returned to their plane of origin and are dimensional anchored for one day.

Forrest of Blades
Level: 8 Type: Strike
The Crusader may move their speed and make one melee attack against each opponent they threaten at any portion of their move. If any opponent takes an attack of opportunity against the Crusader, the Crusader may make a second attack against that opponent.

Pressing Attack
Level: 8 Type: Boost
The Crusader adds 40 to his second damage roll this turn.

Beast Killer
Level: 9 Type: Strike
The Crusader makes two attacks (melee or ranged) at the same or different targets. Each attack inflicts an extra 3 points of Intelligence and Wisdom damage.

Man Slayer
Level: 9 Type: Strike
The Crusader makes an attack (melee or ranged). If this attack strikes an opponent who is neither larger than the Crusader nor has more hit dice than the Crusader, that target takes enough damage to kill them instantly. Otherwise, the target takes normal damage.

Shield Counter
Level: 9 Type: Counter
This may be used to interrupt any action. The Crusader makes a melee attack with their shield. If this attack does any damage, the target's interrupted action (if any) is canceled and their turn ends. The Crusader must actually have a shield to use this, but they do not lose their shield bonus to armor class for making a shield bash attack.

Soulcrusher
Level: 9 Type: Strike
The Crusader makes an attack (melee or ranged). This attack does double damage. If the target is dead after being damaged by this attack (whether or not it was dead before hand), it cannot be brought back from the dead (as living or undead) by anything short of true resurrection.

Earthshaker
Level: 10 Type: Strike
The Crusader makes a melee attack that does double damage. All creatures within short range (other than the Crusader) that are touching the ground must make a Fortitude Save or fall prone.

Iron Bones
Level: 10 Type: Boost
The Crusader gains DR of X/Iron, where X is 5+Level.

Pain
Level: 10 Type: Strike
The Crusader makes an attack (melee or ranged). If the target suffers any damage, they suffer a penalty on saving throws and skill checks equal to the amount of damage inflicted for one minute.

Revival Strike
Level: 10 Type: Strike
The Crusader makes an attack (melee or ranged). If the target suffers any damage, then an ally within 5' of the target is healed enough to bring them to half hit points. This is a Supernatural Ability.

Golem Ender
Level: 11 Type: Strike
The Crusader makes an attack (melee or ranged). If the target is hit, it takes double damage. If the target is damaged and it is a Construct, it is destroyed.

Immortal Fortitude
Level: 11 Type: Boost
If the Crusader would die (whether from hit point damage or some other effect) before the end of their next turn, they will not die until the end of their next turn. If they heal enough to not die, or gain immunity to whatever effect would render them dead in the interim, they do not in fact die at that point.

Manticore Parry
Level: 11 Type: Counter
Use when the Crusader is targeted by an attack. That attack misses the Crusader, the Crusader then may choose a new target that is within range of that attack and the attack is resolved normally as if the new target was the original target.

Tide of Battle
Level: 11 Type: Boost
Next turn, instead of randomly determining all of your available maneuvers, you may choose 2 of them and randomly determine the rest.

Rallying Strike
Level: 12 Type: Strike
The Crusader makes an attack (melee or ranged), and if it successfully does damage, the Crusader may end any number of ongoing [Mind Affecting] or [Fear] effects.

Elder Mountain
Level: 12 Type: Counter
Use when an opponent attacks or uses a spell or spell-like ability. The Crusader interrupts that action with an attack (melee or ranged). This attack bypasses any DR, Hardness, or Energy Resistance of the target. The attack also gains a +3d6 bonus to the damage roll.

Giant Size
Level: 12 Type: Boost
The Crusader and their equipment is counted as one size larger than they are for purposes of reach, special combat maneuvers, and weapon damage. They aren't actually a different size and are not penalized for squeezing or attack rolls.

Zebra Tone
Level: 12 Type: Boost
The Crusader gains a +8 Luck bonus to AC, attack, and damage rolls.

Aura of Tyranny
Level: 13 Type: Boost
Creatures within line of sight of the Crusader that have less hit dice than the Crusader are shaken until the Aura expires.

Beryl Defense
Level: 13 Type: Counter
Use just before making a Saving Throw. The Crusader may add their Base Attack Bonus to that Saving Throw.

Righteous Vitality
Level: 13 Type: Strike
The Crusader makes an attack (melee or ranged). If that attack does any damage, the Crusader is affected by heal (caster level equals the Crusader's level). This is a Supernatural ability.

Crushing Vice
Level: 13 Type: Strike
The Crusader makes a melee attack that does double damage. If the target suffers any damage, they are also pinned until next turn.

Dazing Strike
Level: 14 Type: Strike
The Crusader makes an attack (melee or ranged). The attack does triple damage. If any damage is inflicted on the target, the target is dazed for d3 turns.

Puff of Smoke
Level: 14 Type: Counter
Use in response to any action. The Crusader interrupts the action and moves their speed without provoking an attack of opportunity. If the action being interrupted is no longer legal, it fails. If the action being interrupted would now provoke an attack of opportunity from the Crusader, the Crusader is entitled to that attack of opportunity.

Breath of Fire
Level: 14 Type: Strike
The Crusader breathes a gout of flame. All targets in a short range cone suffer a d8 of fire damage per level. Reflex Saves halve the damage. This is a supernatural ability.

Shadows and Moonbeams
Level: 14 Type: Boost
The character can fly at double their normal ground speed with perfect maneuverability. This is a supernatural ability. This Boost lasts until the next time the character initiates a Boost or Stance.

Castigations
Level: 15 Type: Strike
The Crusader pounds their hands together and a great explosion erupts. All creatures (other than the Crusader) within short range of the Crusader must deal with Hurricane Force Winds and take a d6 per level of Sonic damage (Fortitude Partial for half damage and no wind check).

Dispersal
Level: 15 Type: Strike
All summoned creatures and objects within medium range of the Crusader vanish and do not return.

Manifest Destiny
Level: 15 Type: Counter
Use when a d20 is rolled, after seeing the result. Roll another d20 and choose which die result is used. The Crusader may use this to interfere in the rolls of other characters, whether friend or foe.

Quicksilver Motion
Level: 15 Type: Boost
The Crusader takes an extra move action this turn.

Avalanche of Blades
Level: 16 Type: Strike
The Crusader makes a number of attacks (melee or ranged) equal to their level.

Restoration Strike
Level: 16 Type: Strike
The Crusader makes an attack (melee or ranged). If the target suffers any damage, an ally within 5' of the target is healed of ability damage and drain and negative energy levels and such as per greater restoration. This is a supernatural ability.

Steel Bones
Level: 16 Type: Boost
The Crusader has DR of X/Adamantine, where X is 10 + Level. The Crusader also as SR of 10 + Level.

Vanishing Defense
Level: 16 Type: Counter
The Crusader disappears, and is invisible until the end of their next turn.

Banishing Strike
Level: 17 Type: Strike
The Crusader smashes the target out of existence. The Crusader makes a standard attack (melee or ranged), and if the target suffers any damage it is sent to another plane of the Crusader's choice, where it is then dimensional anchored for a day. The Crusader may travel with the target if they choose.

Hatred and Malice
Level: 17 Type: Boost
The Crusader gains a +50 bonus on damage rolls.

Incorporeal Self
Level: 17 Type: Boost
The Crusader is incorporeal. Their attacks also damage incorporeal and ethereal things.

Murder Vision
Level: 17 Type: Strike
The Crusader makes a melee attack against a target that does not have to be within their reach. The melee attack reaches out to line of sight if necessary and does quadruple damage.

Denial
Level: 18 Type: Counter
Use when an action is declared within long range of the Crusader. That action is canceled.

Five Shadow Creeping Enervation of Icy Darkness and Seering Light Strike
Level: 18 Type: Strike
The Crusader makes a melee or ranged attack. If the target is struck (whether they are damaged or not), the Crusader may choose three conditions and inflict them on the target.

Singularity
Level: 18 Type: Boost
The Crusader's speed is increased by 200'. During the turn, the character can walk on water, paper, or air without leaving a trail or being in danger of falling. The Crusader may take their Standard Action at any point during their movement and continue moving afterward.

Ultima Bladerush
Level: 18 Type: Strike
The Crusader moves their speed and makes a melee attack against any opponent that comes into their threatened range at any point during this movement. This movement does not provoke attacks of opportunity. Each attack inflicts double damage and bypasses Damage Reduction, Hardness, Energy Resistance, and Regeneration.

Unstoppable Blow
Level: 19 Type: Strike
The Crusader inflicts damage as if they inflicted a critical hit with whatever weapon they are using. No to-hit rolls, miss chances, or saving throws are checked.

Golem Soul
Level: 19 Type: Boost
The Crusader is immune to any magical effect which allows Spell Resistance.

Time Stopper
Level: 19 Type: Counter
The Crusader interrupts whatever is happening and takes a complete turn (though they do not draw new maneuvers), then the turn order goes back to proceeding as normal.

World Ender
Level: 19 Type: Strike
The Crusader makes an attack (melee or ranged). If it does any damage to the target, that target dies.
Last edited by Username17 on Thu Dec 20, 2012 6:16 am, edited 2 times in total.
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Post by Voss »

You know, if you keep that tongue in your cheek for too long, it is going to get stuck there.
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Post by Shatner »

FrankTrollman wrote:Many Crusaders are members of specific schools of martial adeptness. These schools stress martial virtues, train with specific weaponry, and have identifiable styles. A character familiar with martial adepts can easily identify a Crusader's school simply by watching them fight. Your campaign world may have special schools of martial thought in it, discuss it with your Dungeon Master. The assumed schools of martial combat are White Raven (which uses the spiked chain, three section staff, and full blade), Devoted Dragon (which uses the shard sword, the skip rock, and the ), Earth Spirit (which uses the war axe, the dire pick, and the ribbon dagger), Storm Guardian (which uses the pincer staff, the harpoon, and the net), and Amethyst Mind (which uses the maul, the mancatcher, and the shotput).
Emphasis mine. The Devoted Dragon is missing a third weapon.

FrankTrollman wrote:Chocolaty
Level: 14
The character is immune to ability damage and ability drain.
Chocolaty?!
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Post by Shatner »

FrankTrollman wrote:Smite (Ex): A 6th level Crusader can declare a "Smite" and gain an extra Swift Action (perhaps to use a Boost and a Stance, or two Stances in a turn or whatever). The Smite can only be declared once each until the next time the character readies maneuvers (though they need not actually change which maneuvers they are readying).
Emphasis mine. That sentence got a little jumbled up and/or is missing some words.

EDIT: Nevermind. Either that sentence was corrected or I failed an intelligence check when I read it.


Beyond that, it looks good. That's a lot of content to generate. Thanks Frank.
Last edited by Shatner on Wed Dec 19, 2012 8:47 pm, edited 1 time in total.
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Post by Username17 »

The Devoted Dragon is missing a third weapon.
Thanks. Fixed. It's the Thinblade, by the way.
That's a lot of content to generate.
In case you're wondering, that's ~6250 words. Roughly half of a 4e class, but with less procedural cut-n-paste segments. Takes about the same amount of time to write.

Realistically, to make a whole new edition, you'd want to do about that much for each class. And probably about 13 classes, so you're looking at a tad over 80k for that. Plus you have another ~10k for the races and stats. And the game mechanics themselves. And don't forget feats and skills and and other basic "class agnostic" character options. I don't see a new edition's revised PHB coming in at much less than 150k words. It's a lot of work.

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Post by Dean »

Yeah that's a lot of great stuff. His roll as counterattacker and party troubleshooter is unique and interesting plus it looks able to functionally fulfill the roll so kudos Frank.
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Post by Mistborn »

Wow has Frank always been this content writing machine
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Post by ishy »

FrankTrollman wrote:Stances: A Stance is like a Boost that the Crusader can always use regardless of what maneuvers are ready or available. Each round they may expend a Swift Action to enact one of their known stances for one round.
Why did you decide to make boosts and stances mutually exclusive?
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Post by Prak »

Lord Mistborn wrote:Wow has Frank always been this content writing machine
Yes. It's why Dead Man's Hand and R'lyeh Piercing Drill were my ideas, but had most of the actual content coming from Frank. That and I'm easily distracted.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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Post by TarkisFlux »

ishy wrote:
FrankTrollman wrote:Stances: A Stance is like a Boost that the Crusader can always use regardless of what maneuvers are ready or available. Each round they may expend a Swift Action to enact one of their known stances for one round.
Why did you decide to make boosts and stances mutually exclusive?
They get multiple swift actions via their Smite feature (initially only once in a while, at 10 they just get 2 all the time). They won't stay mutually exclusive for that long.
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Post by Koumei »

FrankTrollman wrote:And probably about 13 classes,
But wait, four Roles multiplied by three Power Sources makes twelve, where is the extra one coming from?

Also:
bingo
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Post by ModelCitizen »

Whee unsolicited editing advice time!
Entrapment of Blades
Level: 1 Type: Counter
Can be used when a threatened opponent moves (including to take a 5' step). The Crusader may make a melee attack against that target.
Might make the melee attack count as an AoO so it can be used with Stand Still and the like.
Taunting Blow
Level: 1 Type: Strike
The Crusader makes a melee attack. If it damages the target, and the Crusader has less temporary hit points than their Charisma modifier, they now have as many temporary hit points as their Charisma modifier.
No duration given.
Stone Bones
Level: 1 Type: Boost
The Crusader gains DR X/Stone, where X is 3 + Level.

Listen Carefully
Giant Size
Steel Bones
Incorporeal Self
Golem Soul
No duration on these either. Did I miss a standard duration for boosts or something? (Shadows and Moonbeams defines a duration internally.)
Covering Fire
Level: 7 Type: Counter
Use when an ally moves. The Crusader may make a full attack (melee or ranged), and the ally provokes no attacks of opportunity for moving through the threatened areas of any opponents the Crusader attacks with this action.
Can be used on yourself, and frequently will be. Is this intended?
Revival Strike
Level: 10 Type: Strike
The Crusader makes an attack (melee or ranged). If the target suffers any damage, then an ally within 5' of the target is healed enough to bring them to half hit points. This is a Supernatural Ability.

Rallying Strike
Righteous Vitality
Restoration Strike
Bag of Rats. Or you could attack a wall, or take your gauntlets off and punch one of your party-mates, but whatever. I'd suggest making the attack optional (you can either attack and use the healing rider on damage, or you can spend a Standard just to use the healing rider). Maybe add in a daily resource pool for the riders if you go that route.
Denial
Level: 18 Type: Counter
Use when an action is declared within long range of the Crusader. That action is canceled.
Does the target also lose part of its turn? i.e. if I get my spell canceled do I lose my Standard? If not can I cast another spell?
Last edited by ModelCitizen on Thu Dec 20, 2012 1:05 am, edited 1 time in total.
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Post by Username17 »

ModelCitizen wrote: Might make the melee attack count as an AoO so it can be used with Stand Still and the like.
It wouldn't work with Stand Still regardless, because Stand Still only works on attacks of opportunity granted by movement, not on attacks granted by the use of an ability which is itself triggered by movement. All making it an AoO would do is confuse the issue about whether it was indeed intended to be in addition to your AoO for the round (which it is).
Taunting Blow
No duration given.
No duration is really helpful. Since it can be used at will, the only thing putting it on a five minute counter would do is to have the player interrupt the action to declare that he was getting all taunty every few minutes. I suppose it should specify that it ends when you ready new maneuvers to keep you from getting the temporary hit points and then switching it out.
Stone Bones
Listen Carefully
Giant Size
Steel Bones
Incorporeal Self
Golem Soul
No duration on these either. Did I miss a standard duration for boosts or something? (Shadows and Moonbeams defines a duration internally.)
Stances and Boosts inherently last one round. I can make that clearer if you like.

Revival Strike
Level: 10 Type: Strike
The Crusader makes an attack (melee or ranged). If the target suffers any damage, then an ally within 5' of the target is healed enough to bring them to half hit points. This is a Supernatural Ability.

Rallying Strike
Righteous Vitality
Restoration Strike
Bag of Rats. Or you could attack a wall, or take your gauntlets off and punch one of your party-mates, but whatever. I'd suggest making the attack optional (you can either attack and use the healing rider on damage, or you can spend a Standard just to use the healing rider). Maybe add in a daily resource pool for the riders if you go that route.
If you want to give up the attack in order to punch the ground to get the secondary effect off 95% of the time, that's fine.
Denial
Level: 18 Type: Counter
Use when an action is declared within long range of the Crusader. That action is canceled.
Does the target also lose part of its turn? i.e. if I get my spell canceled do I lose my Standard? If not can I cast another spell?
The action is canceled and the action is lost and whatever limited resources are spent.

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Last edited by Username17 on Thu Dec 20, 2012 6:09 am, edited 1 time in total.
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Post by ModelCitizen »

FrankTrollman wrote: Stances and Boosts inherently last one round. I can make that clearer if you like.
Cool, that's what I assumed, I just couldn't find it stated anywhere.

If you want to give up the attack in order to punch the ground to get the secondary effect off 95% of the time, that's fine.
Might want to state that explicitly too. I wasn't sure if you wanted wall-punching to work or not, and if it's not explicitly stated a lot of DMs will rule that it doesn't work, RAW be damned.
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Post by NineInchNall »

The more entertaining use for it is to punch the person you want to heal. You hurt him and heal an ally within 5' of him ... which would be him. Makes me think of having to hit Luxons until their blood runs clear.
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Post by Prak »

Makes me think of the old heal stick fetish from WtA. It's a stick that makes you feel better, when you're hit by it. Because werewolves are dicks.
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Post by Aryxbez »

Lord Mistborn wrote:Wow has Frank always been this content writing machine
Hell yeah man, after all, he and K together, created the original Tomes three. There's a reason he gets the respect he does for his RPG work (I.E. not just unwarranted worship as some forums believe).

I'm adoring MURDER VISION, kinda makes me think of Superman Heat Vision (plus with Breath of Fire (change it to Cold) pretty sure can totally have FREEZE Breath, and fly around being a Superman-expy

Now, getting my excitement for this class out of the way, I do wonder if could get some comments on the concept document here, on this. As well as I have some queries below:

1.) What level of balance (using the older class terms) is the Crusader built for, Rogue, Wizard?

Understandable want it to apply to as many D&D games as can, but seems to be some conflict. You have a Tome feat, "Landlord" at 16th, yet "Weapon" line of feats at 18th, so it seems like an odd mix of context, sounds like if anything, it should get the entire line of "Weapon" feats, including Supremacy from PHBII.

2.) If original Crusader's "Steely Resolve" was considered "too fiddly", wouldn't "Interrupting Fury (Ex)" and "Keep Fighting (Ex)" be considered that to an extent as well? Former since have to know bonus when it's not your turn (though does give them something to care about not on their turn) and the amount of uses for the latter.

3.) What is the reference with Chocolatey, if I may ask?

4.) I know its mostly theme at this point, but do you think it would be possible to define what schools fall into what abilities (or even detail them in their entry). Though I'd imagine it's obvious to us, others, might not be so much.

5.) The level 17th ability "Pointless" sounds pretty cool, albeit seems like it could need clarification to seem less Fiat-y of an ability.

6.) For Five Shadow Creeping Enervation of Icy Darkness and Seering Light Strike (Five Shadow Creeping Ice Enervation Strike,new reading messes with me) does this mean, I could apply "Dead" as one of the status conditions on my enemies?

7.) Still no actual ability for 20th, I assume it's basically tradition at this point?

Lastly, I thank you kindly for the work you put into this class Frank.
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Post by codeGlaze »

Would it be okay for me to write this up on the wiki?

Primarily so I can break it down visually and make it a bit easier for (myself) to digest.
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Post by rampaging-poet »

Aryxbez wrote:Understandable want it to apply to as many D&D games as can, but seems to be some conflict. You have a Tome feat, "Landlord" at 16th, yet "Weapon" line of feats at 18th, so it seems like an odd mix of context, sounds like if anything, it should get the entire line of "Weapon" feats, including Supremacy from PHBII.
Landlord also exists as a standard feat in the Stronghold Builder's Guide. It gives you an allowance for building strongholds with that increases as you level
Aryxbez wrote: 7.) Still no actual ability for 20th, I assume it's basically tradition at this point?
Quick fill in ability suggestion: a number of free castles equal to your Charisma score, each of which must cost less than half your Landlord allowance. Multiply the number of followers you attract by 1,000.
There's absolutely useless, but you're now the proud owner of ~20 castles (plus your main stronghold) and you lead an army of over 160,000 soldiers. That should make it feel like you own the world!
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Post by Koumei »

Is the assumption that you do in fact primarily train with the Storm Guardian school (or whatever), literally being part of the order and thus gain their weapon proficiencies, whereas characters who want to dabble all over the place need to get the proficiencies the usual* way?

*Being fully aware that the usual way in Tome is to spend a level using it, not to set a feat on fire.
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Post by Korgan0 »

How long do the effects from Five Shadow Creeping Enervation of Icy Darkness and Seering Light Strike last?
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Post by Josh_Kablack »

I realize this is way late and inferior to the fully-fleshed out class already posted, but here's the link to the version used by Dragon_Child in the game I played in: http://www.tgdmb.com/viewtopic.php?t=52 ... &start=433
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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