PDA

View Full Version : D&D 3.x Class Incitatio, Masters of Momentum [PEACH]



Tempestfury
2014-09-23, 03:03 PM
Alright, version two of this class. After creating the Iaijutsu Master, and receiving feedback on it amount how X stat to Y it was, I looked back at this class of mine, and realized it was exactly the same, with nothing special to really put it apart and make it unique. So, I came back to it, and thought about what exactly I could do to sent this apart...

And now I present to you the fruit of my labours, with a new resource system that I’m certain is completely unique, I believe I have completed an extremely original class. Though I do wonder if there are other ways to explore this resource system... and I know for certain the numbers more than likely need to be tweaked.


Incitatio

Run, run as fast as you can... you can’t escape me, I’m the Incitatio Man

MAKING AN INCITATIO
Attributes: Dexterity is the most important attribute by far. Not only does it give the Incitatio extra AC and high initiative, but most of its class features are linked to Dexterity. Constitution is their only secondary attribute, due to being a melee focused class, and having a few class features linked to it.
Races: Due to the need of agility, elves make good Incitatio’s. Halfling’s make good stealthy Incitatio, while humans don’t have the attributes, their bonus feat makes them strong at this class.
Alignment: Any, whilst the nature of the Incitatio’s fighting style leans towards chaotic, there is no limitation to what a Incitatio’s alignment is, they are simply a form of fighter after all.
Staring Gold: As a Fighter
Starting Age: As a Paladin

Class Skills
The Incitatio’s class skills (and the key ability for each skill) are Balance (Dex) Climb (Str), Concentration (Con), Craft (Int), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex)
Skill Points at first level: (4 + Int Modifier)x4
Skill Points at each additional level: 4 + Int Modifier.

Hit Die: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+1

+1

+1
Pure Mobility, Momentum


2nd

+2

+2

+2

+2
Momentum Surge, Dexterity +2


3rd

+3

+2

+2

+2
Perfect Mobility


4th

+4

+3

+3

+3
Momentum Strike


5th

+5

+3

+3

+3
Continuous Strikes


6th

+6/+1

+3

+3

+3
Uncanny Dodge, Evasion, Dexterity +2


7th

+7/+2

+3

+3

+3
Blurred Alacrity


8th

+8/+3

+4

+4

+4
Blurred Blade


9th

+9/+4

+4

+4

+4
Opportunity Strikes


10th

+10/+5

+5

+5

+5
Constant Momentum, Dexterity +2


11th

+11/+6/+1

+5

+5

+5
Momentum Overload, Improved Uncanny Dodge


12th

+12/+7/+2

+6

+6

+6
Evasive Celerity, Improved Evasion


13th

+13/+8/+3

+6

+6

+6
Vibrating Blade


14th

+14/+9/+4

+6

+6

+6
Unstoppable Momentum, Dexterity +2


15th

+15/+10/+5

+6

+6

+6
Overcharge


16th

+16/+11/+6/+1

+7

+7

+7
Momentum Explosion


17th

+17/+12/+7/+2

+7

+7

+7
Driving Strike


18th

+18/+13/+8/+3

+8

+8

+8
Phasing Body, Dexterity +2


19th

+19/+14/+9/+4

+8

+8

+8
Momentum Warp


20th

+20/+15/+10/+5

+9

+9

+9
Pure Momentum



Class Features
All the following are class features for the Incitatio
Weapon and Armor Proficiency: A Incitatio is proficient with all simple and martial weapons and with light armor and bucklers and light shields
Special: A Incitatio wearing heavier than light armour, wielding a tower shield, or have a medium load or higher. Loses access to ALL class features.

Pure Mobility
At level 1, the Incitatio gains a +5ft bonus to all types of movement it has. This bonus increases by another 5ft per class level, up to a 100ft bonus at level 20. Additionally, the Incitatio gains a +1 bonus to initiative for each 20ft of its base speed, as well as climb and swim speed equal to their base speed.

Momentum
The source of Incitatio’s powers is his Momentum, his ability to turn his speed and mobility into a raw power that allows him to plow past any enemy. Unless other sources of power, the Incitatio builds up his Momentum during battle, becoming stronger and stronger the longer the encounter lasts.

At level 1, the Incitatio gains 1 Momentum for each 20ft he moves during his turn. At level 6, this is reduced to each 15ft he moves. At level 11 and 16, it is further reduced to each 10ft and 5ft respectively. At the end of his turn, if the Incitatio has not moved at all, he loses all of his Momentum points. If he has not managed to gain a Momentum point during his turn, he instead loses half of his Momentum points. An Incitatio loses all of his Momentum points at the end of an encounter.

Momentum Surge
At level 2, the Incitatio unlocks his first ability of Momentum and his most important ability. the Momentum Surge. By paying 1 point of Momentum, the Incitatio can teleport half his base speed in place of a move action. The Incitatio must be able to see the location he is moving to.

Dexterity +2
The Incitatio is much more nimble than any normal variant of the species, granting him a +2 to his Dexterity score at level 2 and +2 every 4 levels after. This ability score boost is added in partnership with and does not consume his normal ability score bonus granted by leveling up.

Perfect Mobility
At level 3, the Incitatio gains a flying speed equal to their base speed at poor maneuverability, at level 8 this increases to average maneuverability, at level 12, good maneuverability and level 18, perfect maneuverability

Momentum Strike
At level 4, the Inciatio learns how to use his Momentum to amplify his strikes.The Inciatio adds his dexterity modifier and half of the initiative bonus from his class features as a bonus to his melee attack rolls.

Additionally, he can deal bonus damage with his melee attacks by burning his Momentum. He deals an additional +1d6 damage for each 2 points of Momentum spent. At level 10, this becomes an additional +1d6 damage each point of Momentum. At level 16, he gains the damage permanetly, but as a lesser form. For each 7 points of Momentum, he deals an additional +1d6 damage.

Continuous Strikes
At level 5, the Incitatio learns to keep striking even when others would stop. He gains the feat Spring Attack, even if they don’t meet the prerequisites. If he already possesses the Spring Attack feat, he instead gains a Fighter bonus feat for which he meets the prerequisites.

In addition, by spending 1 point of Momentum, the Incitatio can sheathe his weapons as a free action alongside of a move action for a round, similarly to the ability to draw his weapons as a free action alongside a move action.

Uncanny Dodge
Starting from 6th level, a Incitatio can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However,they still loses their Dexterity bonus to AC if immobilized. If a Incitatio already has uncanny dodge from a different class they automatically gains improved uncanny dodge instead.

Evasion
At 6th level and higher, a Incitatio can avoid even magical and unusual attacks with great agility. If they makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead takes no damage. A helpless Incitatio does not gain the benefit of evasion.

Blurred Alacrity
At level 7, the Incitatio’s knowledge of Momentum allows them to keep constantly in motion, making it harder for physical attacks to get a lock on the Inciatio’s position. For every 3 points of Momentum, the Incitatio gains a 5% chance to avoid enemy physical attacks, up to a total of 20%. This total increases by 10% for every additional 2 class levels, up to 50% at level 13.

Blurred Blade
At level 8, the Incitatio’s Momentum allows them to strike their enemies so fast, its nearly impossible for them to be prepared for it. By spending 4 points of Momentum as a free action, the Incitatio can make his next melee attack treat the enemy as being flat-footed. At level 13, this makes all of his melee attacks for a round flat-footed. At level 18, you can spend 6 points of Momentum to make your next melee attack treat the enemy as flat-footed, ignoring abilities that would allow the enemy to remain their dexterity to AC, such as Uncanny Dodge.

Opportunity Strikes
At level 9, the Incitatio learns how to use his speed to take advantage of opportunities presented to them in battle. They gain Combat Reflexes as a bonus feat. If they already have Combat Reflexes, they may gain any fighter bonus feat they meet the prerequisites for. In addition, the Incitatio’s reach increases by 5ft, and they make an additional number of attack of opportunity a turn, equal to half the Initiative bonus from their class features.

Constant Momentum
At level 10, the Incitatio becomes even harder to stop. He may now add the Initiative bonus from his class features as a bonus to dodge AC. Also, he gains the feat Bounding Assault, even if they don’t meet the prerequisites. If he already possesses the Bounding Assault feat, he instead gains a Fighter bonus feat for which he meets the prerequisites.

In addition, the Incitatio can now use his Momentum to shake off effects that would slow or stop him. By spending 5 points of Momentum, the Incitatio can replicate the effect of the Freedom of Movement spell on himself for one round.

Momentum Overload
The Incitatio’s experience in teleportation is beginning to show, allowing them to move even further, or make even quicker, but shorter, teleportations. Starting from level 11, the Incitatio may now use the Momentum Surge class feature to move up to 3/4 his ground speed. In addition, the Incitatio can now teleport up 1/4 their speed as a swift action by spending 7 Momentum Points.

Improved Uncanny Dodge
A Incitatio of 11th level or higher can no longer be flanked. This defense denies rogues the ability to sneak attack the character by flanking them, unless the attacker has at least four more rogue levels than the target does

Improved Evasion
At level 12, the Incitatio now only takes half damage on a failed Reflex saving throw. A helpless Incitatio does not gain the benefit of improved evasion.

Evasive Celerity
At level 12, the Incitatio moves so fast, that even spells have a hard time tracking and hitting him. For every 5 points of Momentum, the Incitatio gains a 5% chance to avoid enemy individual targeting spells, up to a total of 20%. This total increases by 10% for every additional 2 class levels.

Vibrating Blade
At level 13, the Incitatio’s knowledge of speed has allowed them to apply their speed to their weapons though vibrations, allowing them to deal devastating strikes that pass right through the enemy defences. The Incitatio now ignores immunities to critical hits and precision damage. In addition, the Incitatio’s threat range of all weapons he wields increase by 1 for each 3 points of bonus Initiative from his Pure Mobility class feature.

Finally, by spending 9 points of Momentum as a free action, the Incitatio can make his next melee attack target the enemy's touch AC, though it doesn’t count as a touch attack. At level 18, spending the same amount of Momentum allows him to effect all of his melee attacks until the end of his turn.

Unstoppable Momentum
At level 14, the Incitatio learns not how to push on where others would stop, but how to keep on going without even being affected at all. The Incitatio now adds their Constitution Modifier as a bonus to their Initiative Modifier. In addition, they get a bonus to their saves equal to half the Initiative bonus from their class features.

Overcharge
At level 15, the Incitatio gains the feat Rapid Blitz, even if they don’t meet the prerequisites. If he already possesses the Rapid Blitz feat, he instead gains a Fighter bonus feat for which he meets the prerequisites.

Additionally, the Incitatio learns how to use his Momentum to overcharge his body and kickstart its ability to heal. He can spend any amount of Momentum as a swift action, up to his Constitution Score, in order to gain health equal to 1/4 the Initiative bonus from his class features. At level 20, this becomes equal to half the Initiative bonus from their class features, and he may spend the points in order to heal an adjacent creature equal to 1/4 the Initiative bonus from the Inciatio's class features.

Momentum Explosion
At level 16, Incitatio’s have become true masters of the art of teleportation. You can now use your Momentum Surge to teleport up to your speed and when teleporting as a swift action, you can now teleport up to 1/2 of your speed. Finally, you can spend teleport as free action by spending 2 points of Momentum per 5ft, up to a total of 1/4 your speed.

Driving Strike
At level 17, the Incitatio learns how to add a different edge of Momentum to their strikes. Now, they don’t just do more damage, but force the enemies away from them. Whenever the Incitatio spends 4 or more points of Momentum of their Momentum Strike class feature, they may make a free bull-rush attempt, using their Dexterity instead of their strength, and with a bonus equal to half the Initiative bonus from their class features.

If the check is successful, the enemy is knocked back a distance equal to 5ft per 4 points of Momentum spent, you do not have to follow them for this bull-rush. If they collide with an object, they both take 1d6 damage for each 5ft left untraveled

Phasing Body
At level 18, the Incitatio learns how to put his body in a constant state of vibration, and knows how to use his momentum in order to pass right through obstacles. The Incitatio gains DR/- equal to 1/4 the Initiative bonus from his Pure Mobility class feature.

Additionally, by spending 16 points of Momentum, the Incitatio may turn incorporeal for a period of 1 round. For each consecutive round, increase the amount of points that need to be spent by 15. If they Incitatio would turn corporal inside of an object, they are shoved to the nearest surface, and take 2d6 damage for each 5ft they move.

Momentum Warp
At level 19, the Incitatio learns how to slow down time, and perhaps even stop it for a small period of time. The Incitatio always acts first in initiative (if multiple Incitatio, or other beings with the same ability are in the same encounter, they still roll initiative amongst themselves to decide their order),

Additionally, the Inciatio may spend 16 points of Momentum in order to replicate the effects of Time Stop for one round, with one exception. They may attack enemies freely, though they cannot move them. The Inciatio can gain Momentum whilst under the effect of Time Stop, and the cost to replicate it doubles for each consecutive round.

Pure Momentum
At level 20, the Incitatio has reached the zenith of Momentum. The movement speed increase from the Pure Mobility class feature is doubled, and all Momentum costs are decreased by 1, to a minimum of 0. Finally, the Incitatio learns how to unleash all of his Momentum at once is a deadly and powerful blast.

Once per Encounter, the Inciatio can drop their Momentum to zero in order to unleash it in a burst of force. For every point of Momentum, you deal 2d6 points of damage to all creatures and objects in 10ft. For every 20 points of Momentum spent, the size of the blast increases by 10ft. In addition to taking damage, you perform a free bullrush check to all enemies, similar to if you used the Driving Strike class feature, though they are pushed to the edge of the burst instead.

Extra Anchovies
2014-09-23, 05:08 PM
I'm still looking over the class features, but is there any reason for the nonstandard save progressions? It seems to me from the class description and abilities that it would have poor fortitude, good reflex, and poor will under the normal good/poor system.

Tempestfury
2014-09-23, 05:12 PM
Because its a front line fighter, so good fort makes sense, and containing and maintaining such speed and momentum, as well as teleporting? That seems to make a good will to me. Hence the 'average' progression.

Extra Anchovies
2014-09-23, 05:40 PM
All in all, this class is pretty good; many of its abilities are flavorful and balanced, but some of them are just too strong.

Momentum: The fact that momentum is never lost between turns even if they stop to make an attack is a bit odd. Also, this bit
If he has not managed to gain a Momentum point during his turn, he instead loses half of his Momentum points.is rendered kinda moot by the amount of speed bonus they get. Suggested revision (in bold):
At level 1, the Incitatio gains 1 Momentum for each 20ft he moves during his turn. At level 6, this is reduced to each 15ft he moves. At level 11 and 16, it is further reduced to each 10ft and 5ft respectively. At the end of his turn, if the Incitatio has not moved at all, he loses all of his Momentum points. If he did not end his turn with at least 10 feet of movement, he instead loses half of his Momentum points. An Incitatio loses all of his Momentum points at the end of an encounter.Under this revision, he could still Spring Attack, double move, or attack then move, but moving then attacking (and thus ending the round in a fixed location) causes loss of momentum.

Momentum Strike: The Dexterity to attack rolls makes sense. The class-derived Initiative bonus to attack rolls, however, makes them better than full BAB. I suggest either making them average BAB or removing the ability to add class-derived Initiative bonus to attack rolls.

Also, since Momentum doesn't decrease if they gain even a single point each turn, that bonus damage is going to stack up way, way too fast. I strongly recommend that to gain the bonus damage they have to expend momentum points, at a rate of 3 per +1d6 at level 4, 2 per 1d6 at level 10, and 1 per +1d6 at level 16.

Blurred Alacrity: No suggested revisions here, just saying that I really like this feature. It's nice.

Opportunity Strikes: extra attacks of opportunity are more powerful than they seem, especially in conjunction with reach. I suggest giving extra AoOs equal to half the class-derived Init bonus. That's still three or so extra by the high levels, which is actually a lot. Also, the reach granted by this ability should (in my opinion) be stated to apply after the extension granted by reach weapons; otherwise a spiked chain-wielding Incitatio has 20ft of reach, without size increases. And that's too much.

Evasive Celerity: Is there supposed to be a cap at 50% miss chance, as for Blurred Alacrity? There should be, IMO.

Vibrating Blade: Another cool and useful ability that kicks in at the right levels.

Unstoppable Momentum: If you decide to use standard save progressions, only apply the class-derived Init as a bonus to Fortitude and Will saves. Otherwise keep as is.

Momentum Warp: GYAH. Getting a surprise round in every combat no matter what = something nobody should ever be allowed to do without cheese. Surprised is surprised, even if you're Usain Bolt+++. I very strongly recommend changing this so that they are moved to the top of the initiative order at the start of the first non-surprise round of each combat. I know it's flavorful for them to always go first, but this is a game balance thing.

Pure Momentum: Also no. A 20th-level Incitatio is more than twice as powerful as a 19th-level Incitatio (reduced momentum costs, and they're getting twice as much momentum per round). Recommended revision: change the first part such that all momentum costs are reduced by 1 (even a 1-point reduction is a lot when so many of the abilities are free actions), and reduce the blast damage to 2d6/point expended. 3d6/point is too much, and easily abused.

Final suggestions: Prohibit gaining momentum while wearing heavy armor, and halve the rate of momentum gain in medium armor. Someone flying around at these speeds in full plate just shouldn't happen, and doesn't seem to fit the class's flavor anyways. Sure, they don't have proficiency, but a one-level fighter dip fixes that problem.

Also, why don't they gain the Run feat? I think they should. Probably at level 1.

ETA:

Because its a front line fighter, so good fort makes sense, and containing and maintaining such speed and momentum, as well as teleporting? That seems to make a good will to me. Hence the 'average' progression.

Moving around constantly doesn't give the image of a front line fighter for me, more of a support combatant really. If you aren't staying in the front, you aren't the meatshield. Also, two good saves on top of full bab and all those class features is a bit much. Yes, they need a lot of mental stability, but if all their mental stability is spent on maintaining their momentum, then they don't have much left over for resisting mental attacks. I again suggest poor fortitude and poor will, because they get a boost to saves via Unstoppable Momentum anyways.

Tempestfury
2014-09-23, 06:01 PM
... Okay due to the potential power level, I'm just gonna straight up and half the bonus from the Initiative as whole. Momentum Strike? Tweaked. Momentum Warp? Tweaked. Pure Momentum? Tweaked.

Hanuman
2014-09-24, 06:21 AM
Name
I don't quite understand this one, you've chosen an obscure/difficult to pronounce 5 syllable word and I can't find a connection to it's meaning in your class... are you wanting people to chase you? If so what's the punishment for that?

BAB/Saves/HD/Skills
All totally fine.

Iaijutsu Focus
Interesting, I had forgotten about this skill... it is very potent.

Class Features
You've forgot to add what type of class features these are, Ex/Su/ect.
One slight issue is that the names all sort of blur together, making it difficult to tell them apart when compartmentalizing their functions, especially the first 3 class features.

Pure Mobility
I think the balance is totally fine, but one thing I'd like to point out in the methodology of mobility classes is that the battle grid is limited and it can cause a little bit of trouble for DMs. Usually the process is crawl->encumbered->small->basespeed->bonus->run->runfeat(150' standard)
By assessing that encounters usually don't like to start more than 120' away, and that 200' is considered a very long range encounter it could be better to shorten the gap between what the class considers hustling and walking.
In this way, you could say that at certain levels your base land speed is multiplied and this speed does not stack with your ability to run, so when you'd normally "hustle" 150' you don't run 750' (far off the grid). You could also compensate for it directly by stating it's either a gap closer or a pursuit escape, in the way that the DM isn't having to redraw an entire grid every round in combat. Just a suggestion.

Momentum
While the RAI is clear by RAW you are building momentum out of combat.
Take a look at my Tagger class (which is going to be remade as a different class later), http://www.giantitp.com/forums/showthread.php?283433-JET-SET-RADIO-3-P-Baseclass-P-E-A-C-H
The Groove Pool is similar to your Momentum Pool (charging it is more difficult), the thing to note is that out of combat the pools maximum is limited, and even in combat there is a maximum. Granted there are differences between the systems but to be honest if "momentum" is the source of your pool then by logic it should be easier to charge it out of combat.. for instance you skydive onto the enemy, does your pool only start charging after you attack and provoke an initiative roll?

Dexterity +2
Solid but I generally dislike raw numerical bonuses over conceptual bonuses, mostly because it tends to be a more forgiving window as even if you buff it above a tier3 you're still technically fine.

Perfect Mobility
Way too early for flight, especially perm. flight. I do not like nonperfect maneuverability :smallannoyed:

Momentum Strike
I feel like this mechanic would need a fair bit of playtesting, if you are unsure of the full optimized usage I would start with the Scout's skirmish class feature as the balance datapoint for this mechanic unless you are wanting to make this a charge-up pool over multiple rounds. It's also vague what "he gains the damage (permanently*)" actually means. Optimal scenario and optimized build.. this class feature is very numerically broken and conceptually limited.

Continuous Strikes
Pretty solid.

Uncanny Dodge/Evasion
Pretty solid, although dense for a full BAB.

I'll post more later!

Tempestfury
2014-09-24, 08:19 AM
So I'm on my phone currently. But your main problems are

1. To fast for normal encouter sizes.

2. Momentum feels like it can be built up before combat even though RAI it doesn't currently.

3. Momentum Strike is rather... Finiky and needs playesting.

Is that correct?

Extra Anchovies
2014-09-24, 09:11 AM
Just noticed, the save progression has an odd, non-mathematically-produceable pattern, unlike the others (poor = level/3; good = level/2 + 2). I would recommend changing it to (Level/2)-1, such that the pattern is:


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20


Save
0
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9


The pattern would eventually end up a bit off from halfway between good and poor if extended past 20th, but because of epic save bonuses that wouldn't happen.

Tempestfury
2014-09-24, 09:21 AM
Its 3/4 of the good progression...

Extra Anchovies
2014-09-24, 09:31 AM
Its 3/4 of the good progression...

Hm, must've missed that. The fact that it sticks at +3 and +6 for four levels each seems a little weird, though. Your call on the save progression, since it'd cap at 9 either way.