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wayfare
2013-03-18, 12:32 AM
Hey All:

Since this seems to be a week of high-aiming fighter fixes, here is my latest attempt at something kinda wacky. My goal here was to create a really epic hero, the kind of guy who bends reality with sheer force of awesome. I attempt to do this by taking some very supernatural effects and giving them a fighter feel -- I'm trying to focus on tactical mobility, resistances, increased hitting power and battlefield mastery/control.

This is very similar to ToB in many ways, though the way powers work is somewhat unique to the class. The Resource allocation aspect of the class may need to be tweaked, as resources are pretty low to start out with. I've generally tried to make the powers somewhat superior to what we see in ToB, but also make it so you will run out of resources quickly and have to lay off a bit before you start knocking folsk around again. This may be a bad way to go, so I am open to suggestions on how much Source the character should have.

There are going to be at least 7 schools, but its late so I only put up the first two.

Anyway, here it is:


The Unfettered Warrior
There once were heroes that walked the earth. Men and Women empowered to perform great deeds in the most desperate of hours, rising through providence and skill to learn a deep truth about themselves and master a power seen only in the gods and those who came before. The beings, more than men, less than gods once trod the earth…and still do.

The Unfettered is a warrior who has been chosen by a mighty force and entrusted with the ability to master the fundamental power of creation. Some are empowered by an entire pantheon of gods, servitors who defend against divine threats and spill godly blood in the name of their patrons. Others are unique marvels chosen by creation itself, rising up to challenge threats the gods cannot or will not face themselves. Rarest are those who kindle the divine spark within themselves, reaching through the spirit to connect not with a higher power, but with the deep strength that holds the multiverse together.

Hit Die: d10

Skill Points: 4 + Int

Skill List: Balance, Bluff, Climb, Diplomacy, Intimidate, Jump, Knowledge: History, Knowledge: The Planes, Knowledge: Arcana or Religion; Listen; Ride; Spot; Survival, Tumble; Use Magic Device

Weapons and Armor Proficiencies: The Unfettered warrior is proficient in all martial weapons, and up to heavy armor and shields.

The Unfettered
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Source

1st|
+1|
+2|
+0|
+2|Unremitting|2

2nd|
+2|
+3|
+0|
+3|Bonus Feat|3

3rd|
+3|
+3|
+1|
+3|Alacrity +1|3

4th|
+4|
+4|
+1|
+4|Bonus Feat|4

5th|
+5|
+4|
+1|
+5|Indefatiguable|4

6th|
+6/+1|
+5|
+2|
+5|Bonus Feat|5

7th|
+7/+2|
+5|
+2|
+5|Break the Shackles|5

8th|
+8/+3|
+6|
+2|
+6|Bonus Feat|6

9th|
+9/+4|
+6|
+3|
+6|Lightfoot|6

10th|
+10/+5|
+7|
+3|
+7|Mettle|7

11th|
+11/+6/+1|
+7|
+3|
+7|Unstoppable|7

12th|
+12/+7/+2|
+8|
+4|
+8|Alacrity +2|8

13th|
+13/+8/+3|
+8|
+4|
+8|Bonus Feat|8

14th|
+14/+9/+4|
+9|
+4|
+9|Diamond Heart|9

15th|
+15/+10/+5|
+9|
+5|
+9|Bonus Feat|9

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Inner Fires|10

17th|
+17/+12/+7/+2|
+10|
+5|
+10|Bonus Feat|10

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Alacrity +3|11

19th|
+19/+14/+9/+4|
+11|
+6|
+11|Bonus Feat|11

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Unbound|12[/table]

Source (Ex): In the early days of the world, mystic power and mundane were only separated by perception – champions shattered mountains with their bare fists while artisans crafted tools powerful enough to tune the cosmos and craft order from Primordial chaos. The power used to achieve such feats is nothing less than the fires of creation itself, tempered by the fundamental forces that allow the cosmos to function without tearing itself asunder. This power, called Source by those few gifted with its use, allows the wielder to perform amazing feats that warp reality and impose primordial authority upon the universe.

An Unfettered of 1st level begins with a small pool of Source. The character spend a point of Source as an Immediate Reaction to re-roll and d20 roll he makes, before the result of the roll is determined. The unfettered must choose the second result.

Additionally, Source can be spent on various Manifestations that generate amazing effects.

Source is not an unlimited resource – it can be depleted, but quickly recovers. Any round in which the Unfettered does not spend Source restores 1 Source.

Manifestations (Su): The powers that the Unfettered calls upon extend far beyond warding off harm or improving his luck. With true mastery over Source comes the ability to impose your will upon the cosmos and perform astounding feats.
Unfortunately, the true immensity of the power granted by source is difficult for mortal and even immortal minds to conceive. Thus, most who use Source use it to perform mundane feats with superior skill, or to extend mundane abilities into the realm of the supernatural. The Unfettered Warrior is chosen to channel Source as a champion of the universe, and thus channels Source to improve his ability in combat.
Every level, the Unfettered gains a Manifestation from the list below. All manifestations are grouped into “schools” each composed of 7 manifestations. To purchase any manifestations from a school, the Unfettered must purchase a 1 Source manifestation from that school. To purchase a 5 Source manifestation, the Unfettered must know at least 2 manifestations from that school. The Unfettered can otherwise purchase any ability in a school.

If the Unfettered does not like a Manifestation he has chosen, he may retrain one manifestation each time he levels up.

Unremitting (Ex): The Unfettered carries the weight of providence behind him, primordial power echoing in every act. Those who oppose him are likely to doom themselves to failure. The Unfettered adds his Constitution modifier to any attempts to resist or initiate combat maneuvers.

Bonus Feat (Ex): The Unfettered is a champion for the world, and the world sees to his teaching. Every night, the Unfettered communes with ancient champions and scholars, living their memories in the space between dreams. Though little remains with the Unfettered Warrior, enough persists that he gains a skill set as varied as any ever seen upon the mortal coil.
At the listed levels, the Unfettered can gain any feat he meets the prerequisites for as a bonus feat.

Alacrity (Ex): Any warrior worth his salt is quick on his feet when battle is joined. Guided by providence and training alike, the Unfettered can react to combat with uncanny speed.
An Unfettered Warrior of 3rd level gains a +1 bonus to Reflex saves and initiative checks. This bonus increases by 1 at 12th and 18th levels.

Indefatigable (Ex): At this point in his career, the Unfettered has been changed by the Source he channels. Wounds close with extraordinary ease, while his needs only seem to be a fraction of what they normally are.
An Unfettered Warrior of 5th level regains 1 point of health per minute, up to half his maximum score. Additionally the Warrior’s food, water and sleep needs are halved, and he can hold his breath for twice as long.
At 12th level, the Unfettered Warrior no regains 1hp per round (up to half his maximum health), and no longer needs to eat, sleep, drink or breathe.

Break the Shackles (Su): Enhanced by the virtue she daily channels, an Unfettered Warrior of 7th level now truly lives up to her name.
You can move and attack normally, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. You automatically succeed on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
You can move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.

Lightfoot (Su): Perhaps the surest mark of the Unfettered, a Warrior of 9th level can leap into the sky and move as if upon a solid plain.
You now have the ability to walk and run on air as if it were solid ground. This is not flight per-se– the motions required are still similar to walking, running, climbing and jumping.
As a side effect of this ability, you cannot take damage from falls as long as you are conscious.

Mettle (Ex): The Unfettered channels primordial power, a strength that allows her to cast aside baleful effects that would ensnare her mind or cripple her body.
An Unfettered Warrior of 10th level gains the Mettle ability.

Diamond Heart (Su): The Unfettered has channeled Source for so long that it permeates his body. This power is a fierce thing, and refuses to be channeled or bypassed by any but the most skilled thaumaturgists.
An Unfettered Warrior of 14th level gain Spell Resistance equal to (12 + Level) against spells that are hostile. The Unfettered chooses which spells are hostile when they are cast upon him.

Inner Fires (Ex): The Source within you burns brightly, and refuses to be dimmed by fatigue or external force.
Once per day, as a full action, an Unfettered Warrior of 16th level can regain up to half his level in spent source. Additionally, any supernatural abilities you produce are treated as if they were extraordinary abilities for the purpose of Antimagic Field or similar effects.

Unbound (Ex): At the pinnacle of her abilities, the Unfettered Warrior can draw upon the Source within her to Warp the very Fabric of reality.
Once per day, the Unfettered Warrior can create a duplicate of herself crafted from golden and silver flame. This duplicate persists for 1 minute per level and has all of the abilities the Unfettered Warrior has, though they Share a Source pool.

Manifestations



The Binding Force
Physicality, as we know it, is the unifying force that holds existence together. Even its absence serves the higher purpose of omniversal stability and flexibility that is so fundamental to cosmic consonance. With these powers, the Unfettered has mastered the weft of creation, the binding force that we experience as space, distance, gravity and plane. With this awesome power, the Unfettered can cross vast distances or even change the structure of space.

Project Blow
Cost: 1 Source
Action: Standard
Target: Single
Range: 10 feet/level
Duration: Instant
Save: None
Effect: You may make a melee attack against an opponent within the range of this effect, or you may increase the range increment of a weapon by the range of this effect.
Special: If you use this attack to modify a ranged or thrown weapon, you may take a swift action to recall the weapon to your hands.

Pattern Sense
Cost: 1 Source
Action: Swift
Target: Self
Range: Personal
Duration: 1 minute
Save: None
Effect: You gain Tremorsense 10 for the duration.

Dimensional Strike
Cost: 2 Source
Action: Swift
Target: Single
Range: Reach
Duration: Instant
Save: None
Effect: Your opponent is considered flat-footed for the purpose of this attack.
Special: If your opponent is already flat-footed, this attack inflicts maximum damage.

Transfer
Cost: 2 Source
Action: Standard
Target: Two willing targets within range
Range: Your Speed
Duration: Instant
Save: None (Harmless)
Effect: The targets of this power swap positions.
Special: If a target is under the effects of one or more status conditions, you may also transfer the effects of one or more of those conditions to the other target if they are willing to accept them.

Threading the Needle
Cost: 3 Source
Action: Move
Target: Self
Range: 10 feet/level
Duration: Instant
Save: None
Effect: You teleport yourself from your square to an unoccupied square within range. If you make an attack in the same round after threading the needle, on a successful hit you inflict an additional 1d4 force damage for every 20 feet you travel.

Dimensional Lock
Cost: 3 Source
Action: Standard
Target: Single
Range: Weapon
Duration: 1 minute
Save: Fortitude Partial
Effect: Make a single attack against an opponent within range. This attack can target immaterial entities and inflict damage upon them. On a hit, in addition to taking normal weapon damage, the opponent must make a Fortitude save or be forced into a physical body on the material plane. Immaterial entities are still ghostly and gaseous, but take normal damage from weapons.
Additionally, creatures under the effect of this ability cannot leave the plane, nor can they use abilities to create gateways or call creatures from other planes. A successful Fortitude save reduces the duration of this power to 1 round.

Dimensional Rebuke
Cost: 5 Source
Action: Swift
Target: Single
Range: Varies
Duration: up to 1 round + 1 round/3 levels
Save: Will Negates
Effect: On a successful attack, you may activate this power as a swift action in lieu of inflicting damage. On a failed will save, the opponent is removed from combat and is sent hurling through the multiverse, flickering through multiple planes before snapping back into the plane of origin. While this effect is active, the target cannot be affected by you and your allies, and cannot affect anybody. The target ceases to exist in his square, and does not return to his square until it succeeds at a Will save, or the duration expires.
At the beginning of each round, the opponent is entitled to a Fortitiude save to end this effect. On a failed save the opponent takes 1d10 cumulative force damage. A successful save end the effect and returns the character to the closest safe, unoccupied square to their point of departure.


Art of War
War is as old as the cosmos itself, an elemental force that shaped the universe in its early days. The original prodigies of the universe were mighty beings of fundamental power that clashed with the unimaginable denizens of the Far Realm, the seething masses of the Abyss, an, most of all, themselves. War is ancient, potent, and very much alive in a warrior that masters these arts

Twinblade
Cost: 1 Source
Action: Swift
Target: Single
Range: Reach
Duration: 1 minute
Save: None
Effect: You create a semi-transparent duplicate of your weapon that harries a single opponent of your choice. Your opponent is considered flanked while this power is active. Additionally, if you inflict damage on the target, the weapon immediately follows up with an attack of its own at your highest attack bonus.
A Twinblade always follows its target, and is capable of matching any speed. Even teleportation effects will carry the Twinblade in the process.
Special: A weapon created with Twinblade is identical to the weapon you use, possessing all the same enchantments and even attacking with the same ability modifiers.

Artful Flurry
Cost: 1 Source
Action: Full
Target: Self
Range: Personal
Duration: Instant
Save: None
Effect: Make a full attack against an opponent within range. Every time you hit during this attack, you make the following attack at an equivalent attack bonus.

Razor’s Edge
Cost: 2 Source
Action: Full
Target: Line 30
Range: 30 feet
Duration: Instant
Save: None
Effect: Make a single attack against all opponents within the area of effect. On a successful attack, you inflict normal weapon damage +1d8 for every iterative attack you can make. After this attack is resolved, you may end your turn in any unoccupied square on or adjacent to the area of effect.

Faultless Blow
Cost: 2 Source
Action: Swift
Target: Single
Range: Weapon
Duration: Instant
Save: None
Effect: The next attack you make is resolved as a touch attack. Subtract your level from any damage reduction possessed by the target for the purpose of this attack.

Dervish Dance
Cost: 3 Source
Action: Standard
Target: 15 foot radius
Range: 15 feet
Duration: 1 round
Save: Reflex partial (see text)
Effect: Make a single attack against all opponents within the area of effect, inflicting normal damage on a successful attack. Opponents who take damage from this attack must make a Reflex save or suffer weapon damage a second time.
Special: If you are dual wielding, you may make 2 attacks, one with each weapon. Each attack triggers its own save.

Master’s House
Cost: 3 Source
Action: Full
Target: 15 foot radius, centered on you
Range: 15 feet
Duration: Constitution Rounds
Save: None
Effect: While this power is active, enemies treat all squares within the area of effect as difficult terrain. Enemies that end their turn within this area are subject to an attack, no matter their distance from you or your reach.

Doomstrike
Cost: 5 Source
Action: Full
Target: Single
Range: Weapon
Duration: 1 round/4 levels
Save: Fortitude partial (see text)
Effect: Make an attack against a target of your choice. On a successful hit, you opponent loses half their current hp. At the beginning of every round thereafter, the target must make a Fortitude save or lose half their current hp. This effect continues until the opponent is reduced to 0 hp, successful saves, or the duration of this effect expires.

The Crucible
The desire to perfect the self is an ages old force that arose out of the advent of order in the cosmos. As some of the original prodigies sought to add permanence to the chaos around them, the notion of perfection entered the multiverse. From this idea arose the first divine spark, and from it was kindled the war between the gods and the titans.
Those who practice the arts of the crucible are at war with themselves: imperfect, they can only improve upon their base substance. Yet growth only leads to new growth, to constant change. Perfection is in the moment, and so masters of the Crucible seek to earn that moment, to transcend themselves and unleash the greater power within.


Perfecting the Flesh
Cost: 1 Source
Action: Move
Target: Single
Range: Touch
Duration: 1 minute
Save: None (Harmless)
Effect: The target gains a +2 bonus to the ability score of your choice, +1/3 levels.

Skimming the Dross
Cost: 1 Source
Action: None or Standard
Target: Single
Range: Touch
Duration: Instant
Save: None (Harmless)
Effect: Choose a single status effect plaguing the target. The target may attempt another Save against that effect, with a +1/4 levels bonus to the save. On a success, the effect immediately ends.
Special: This manifestation does not count as an action when used upon the self – it is more akin to an autonomic response, and can be activated even while you are under the effects of effects that prevent action (like Daze or Mindlock) or effects that would prevent you from wanting to end a status effect (like charm or domination).
Using this ability on anyone else requires a Standard action.

Steel Skin Meditation
Cost: 2 Source
Action: 1 minute
Target: Single
Range: Touch
Duration: 1 minute/level
Save: None (Harmless)
Effect: The target gains Damage Resistance equal to your Constitution modifier, as well as an equivalent amount of Energy Desistance against all energy types.
The target of this ability can end this effect as an immediate action to increase the ER and DR by their level against a single attack.

Become the Mirror
Cost: 3 Source
Action: Immediate
Target: Single
Range: 10 feet/level
Duration: Instant
Save: Varies
Effect: Activate this ability when you successfully save against a status effect. Ignore any lesser effect that triggers on a save. An opponent within the listed range must make a Saving Throw against the original effect. If you choose the individual who used the effect upon you, they suffer a -4 penalty to their save.

Purge the Flesh
Cost: 3 Source
Action: Full
Target: Self
Range: Personal
Duration: 1 minute/level
Save: None
Effect: You transform your body into a radiant form of golden fire. While in this state your armor does not protect you (unless it has the ghost touch enchantment), but you gain the following benefits: You are immune to poisons, diseases and critical hits, gain DR (Level)/Magic, and become insubstantial and gaseous, allowing you to slip through narrow cracks and fly at your normal walking speed.
You cannot attack with weapons in this form, but your body is extremely hot. Opponents who attack you with melee weapons that lack the reach descriptor take 2d6 fire damage. You gain a touch attack that also deals 2d6 fire damage.
Being insubstantial, you cannot manipulate objects. You may end this power as a Swift action.

Forge and Fire
Cost: 5 Source
Action: Full
Target: 30 foot radius
Range: 30 feet
Duration: Instant
Save: Reflex Half
Effect: You explode in a massive fireball that inflicts 4 fire damage per level; a successful save halves the damage inflicted. The following round, you appear in any unoccupied square within that burst, cured of all status effects and healed for 4/hp per level.



Force, Fundamental
When philosophers speak of the origin of creation, they ponder a “prime mover”, one who set the cosmos into motion, into the original chaos from which order arose. The energy that was used or released in the creation event is still with the cosmos toady – sages simply call it force, an invisible but hyper-real power that is mightier than any living being.


Crippling Blow
Cost: 1 Source
Action: Swift
Target: Single
Range: Weapon
Duration: 1 round
Save: Fortitude Partial
Effect: You may activate this manifestation after inflicting damage upon an enemy. The target must make a Fortitude save or be Dazed for 1 round. On a successful save the opponent is Staggered instead.

Farhand
Cost: 1 Source
Action: Standard
Target: Single
Range: 10 feet/level
Duration: Concentration
Save: Fortitude Negates
Effect: You gain the ability to manipulate objects at a distance. This is an exact projection of your own strength and dexterity – you manipulate objects as if with your own hands, at a range. You can move objects you grasp up to your speed, subject to your load. You can even attack with melee and thrown weapons with this power, though the concentration required means that you cannot attack more than once per round.
Oddly, you cannot simply lash out with telekinetic force to damage an opponent. The power seems to only respond to pulling, lifting, carrying motions.

Imbue Force
Cost: 2 Source
Action: Swift
Target: 1 weapon
Range: Touch
Duration: 1 minute or until discharged.
Save: None
Effect: You imbue a weapon with a number of charges of deadly force energy equal to your level (maximum 10 charges). Whenever the wielder makes an attack with the weapon, he may expend one or more force charges. Spending one or more chargers converts all weapon damage to force damage, and adds 1d6 force damage per charge spent.
The user can expend all, none, or some of the charges each time he attacks with the weapon. Any charges that remain on the weapon when the duration expires are lost.

Sphere of Opposition
Cost: 2 Source
Action: Full
Target: 15 foot radius
Range: 50 feet
Duration: 1 round/level
Save: None
Effect: You create a massive area of ambient force energy. Opponents who enter this area or begin their turn there have to make a DC (10 + level) strength check to take physical actions within the area of effect. Additionally, the area is treated as difficult terrain.
An opponent who fails three consecutive strength checks is knocked prone and begins to suffocate. A successful strength check allows the opponent to regain their feat and breathe more easily.
Flight is impossible while within the sphere. The caster and his allies are immune to this and all other effects of the Sphere.

Titan’s Grasp
Cost: 3 Source
Action: Full
Target: Self
Range: Personal
Duration: 1 minute +1 minute/4 levels
Save: None
Effect: You craft 2 massive hands from raw force energy that occupy the squares adjacent to you. These hands allow you to attack and manipulate objects as if you were of a larger size. The exact effect depends on your level:

1-4: You manipulate objects as if you were Large. Your hands occupy 1 square and your reach increases to 10 feet.

5-8: You manipulate objects as if you were Huge. Your hands occupy 1 square and your reach increases to 15 feet.

9-12: You manipulate objects as if you were Gargantuan. Your hands occupy a 2x2 square area and your reach increases to 20 feet.

13+: You manipulate objects as if you were Colossal. Your hands occupy a 2x2 square area and your reach increases to 30 feet.

While this effect is active, you can operate these massive hands as if they were your own. You can attack with them, lift great loads, grapple enemies, etc. You suffer size penalties to attack, but you also gain size bonuses to grapple and can use larger weapons. If you spend an additional point of source, your hands come equipped with a massive force version of your weaponry, complete with any enchantments placed on the weapon.

Your hands can only mimic your actions – you must “pilot” them. When they are not being piloted, they vanish, only to reappear when you need them.

Barrier
Cost: 3 Source
Action: Full
Target: 1 square/level
Range: 30 feet
Duration: 1 round/level
Save: None
Effect: You create an invisible barrier crafted from unstable force energy. This barrier is composed of 5 foot segments that can be placed in any orientation regardless of gravity, though each square must be contiguous with at least one other square.
The wall cannot move and is immune to most spells – a disintegrate spell will dispel it, as will a rod of cancelation or a sphere of annihilation. Breath weapons cannot pass through the wall, and its effects apply to ethereal creatures.
Opponents who come in contact with this barrier take 2d8 force damage and must make a Fortitude save or be hurled back 5 feet. Those that succeed at their save may pass through the wall, but doing so inflicts an additional 2d8 damage and takes up 4 squares of movement.
You may only have 1 barrier active at any time.

Earthshaker
Cost: 5 Source
Action: Full
Target: 5 foot radius/level
Range: 5 feet/level
Duration: 1 round
Save: Reflex partial
Effect: You use you mastery of force energy to cause the ground to quake, hurling your enemies from their feet. Opponents in the area must make a Reflex save or take 1d8 bludgeoning damage per level and are knocked prone. A successful save halves the damage and negates the prone effect.
Structures within the area of effect take maximum damage from this effect.

DeathGodKyo
2013-03-18, 01:02 AM
This is a really great class; I don't know enough about T2 to say if this is that good, but this class can certainly match up to the best of them in T3. However, I noticed that one class feature, while it can work in both T2 and T3, actually has enough merit alone that is can be a placeholder in either class purely based on when the Unfettered gains it: the sheer power of Break the Shackles. I mean, all by itself, it blocks the best things most other classes can do by this level; the only thing that could be better would be a straight immunity to Save or Die spells added on. It would be more feasible, especially in the Tier 3 range, to move that class feature up to, say, 13th level or so, though it's still fine where it is, especially if you give it a boost upon level 18 or so to do as said before, automatically granting immunity to save-or-die spells, or at least making the save against the death effect automatically successful; with all this, a warrior class may actually be able to approach an arcane caster. I'll love to see those other schools/manifestations; you've made a fairly innovative system with the whole source power thing. I'd reccomend throwing in some Ex-text, though, like on the Paladin and Monk, though it's actually for balance and not flavor here: If somebody multiclassed this with a heavy caster, the results could be catastrophic to say the least, and it would work fluff-wise too, since pursuing more modern forms of power could destroy your connection to the elden Source ways.

Also, I can't say I approve of not needing to sleep, eat, drink, or breathe... But it doesn't really break the game in any way, so have your fluff as you like.

Belial_the_Leveler
2013-03-18, 04:24 AM
Why this isn't tier 3;

1) It gets beaten by both the PF Fighter and the Maneuver-based classes from Tome Of Battle in pure fighting. At least if the other Manifestations it gets are about as strong as these.
Typical PF Fighter gets +8 attack and +10 damage over this guy per attack by lvl 20 so a dual-wielding PF Fighter with 10 attacks per round or a ranged guy with 6 attacks/round murderizes him in two rounds.
Typical Maneuver-guy by lvl 20 can get double full-attacks, can hit him and Heal 150 HP, can hit him and automatically stun (no save) and so on and so forth.

2) No really strong utilities so far. The best is his walk-on-air ability but he lacks in utility. What does he do for stealth and subterfuge? What does he do when he needs to really convince/charm/control others? What does he do when he needs allies, travel long distances or to other planes?

3) Beaten by spellcasters because he lacks defenses against non-damage attack. What does he do when Xykon energy-drains him, for example? His Spell Resistance isn't a good defense - every caster and their mother has ways of bypassing Spell Resistance by the level he gets it.

wayfare
2013-03-18, 10:46 AM
Why this isn't tier 3;

1) It gets beaten by both the PF Fighter and the Maneuver-based classes from Tome Of Battle in pure fighting. At least if the other Manifestations it gets are about as strong as these.
Typical PF Fighter gets +8 attack and +10 damage over this guy per attack by lvl 20 so a dual-wielding PF Fighter with 10 attacks per round or a ranged guy with 6 attacks/round murderizes him in two rounds.
Typical Maneuver-guy by lvl 20 can get double full-attacks, can hit him and Heal 150 HP, can hit him and automatically stun (no save) and so on and so forth.

2) No really strong utilities so far. The best is his walk-on-air ability but he lacks in utility. What does he do for stealth and subterfuge? What does he do when he needs to really convince/charm/control others? What does he do when he needs allies, travel long distances or to other planes?

3) Beaten by spellcasters because he lacks defenses against non-damage attack. What does he do when Xykon energy-drains him, for example? His Spell Resistance isn't a good defense - every caster and their mother has ways of bypassing Spell Resistance by the level he gets it.

It's Coming :)

Though I don't think the PF fighter is really any kind of threat -- this guy is flying, which is a fairly decent defense against most fighter builds -- sensibly you build with some ranged in mind, but ranged combat is pretty shafted in both editions, so folks rarely do.

As for +8 attack and +10 damage, thats not hugely relevant. The most powerful ToB class is operating on the 15/10/5 scale. At high levels, AC isn't a really a concern if you have a decent attack bonus -- its more likely that you will run afoul of Miss Chance, Really high DR, or the best defense of all, not really being there whilst still chucking felldraining blizzards around.

As for utilities...I'll argue that. Flight is great, it gets freedom of movement with is a total defense against the vast majority nasty things that keep a combat character from acting in a fight, it has teleportation, tactical teleportation that allows it to swap status ailments, the ability to lock down charging builds, and an attack that can potentially deal hundreds of damage in a single hit, plus another attack that can send your enemy hurtling through the cosmos while you and the party regroup, pop some healing potions, or just grab the MacGuffin and get the heck out.

Thanks or pointing out spell resistance -- i need to change the text to add an "only against hostile spells" clause. To be fair, I think the re-roll mechanic helps to deal with nasty spell effects, but more immunities are added in the upcoming "Crucible" school.

One last thing: just because there are better classes in a tier doesnt mean that the class does not belong in the tier. There are high and low divisions within the tiers. If a class does what it says in the description of T3, then its T3.

wayfare
2013-03-18, 01:36 PM
Ok, just added two Manifestation trees:

The Crucible, which is all about buffing and healing.

and

Force, Fundamental, which allows you to project and manipulate force energy.

Questions:

1) I'm trying to decide if I should switch Barrier and Sphere of Opposition in terms of Source cost.

2) Is Skimming the Dross an effective alternative to Iron Heart Surge? Its not designed to be as powerful as that ability, but to grant greater utility. Did I succeed in that?

3) I am worried about the wording for Become the Mirror. Is it's effect clear. What sort of wording would be better?

Thanks for the help so far!

CarpeGuitarrem
2013-03-18, 02:12 PM
Needs awesome shades (http://i597.photobucket.com/albums/tt53/Pct1995/Pics/KaminaGlasses1.gif).

wayfare
2013-03-18, 08:54 PM
Needs awesome shades (http://i597.photobucket.com/albums/tt53/Pct1995/Pics/KaminaGlasses1.gif).

Awesome Shades, indeed!