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Thread: Fixer (3.5 PEACH) Unarmed Assassin

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    Default Re: Fixer (3.5 PEACH) Unarmed Assassin

    As the fixer grows in levels he attains a number of martial arts techniques and abilities. At first his martial arts grant him the feat Improved Unarmed Strike, as well as the ability to gain extra damage from a propelled strike. That is, any time the fixer gains leverage by, for example, bouncing off a wall before striking, he gains an extra 1d6 damage per ten feet travelled. At this level his bare fists deal 1d6 damage plus any strength bonus the fixer may have.
    Unlike a monk, the fixer may take the feats two weapon fighting and Improved Two weapon fighting and apply the benefits to his unarmed attacks.
    The monk can do this anyway, because their unarmed strikes count as 'light weapons' and for all intents and purposes are manufactured weapons as well (I think that's what it says).

    as well as the ability to gain extra damage from a propelled strike. That is, any time the fixer gains leverage by, for example, bouncing off a wall before striking, he gains an extra 1d6 damage per ten feet travelled.
    So what exactly does bouncing off a wall entail? This isn't a combat maneuver listed in the SRD. What skill does it require? What action? Is it during movement? Does it not have to be 'bouncing off a wall'? Can it also involve 'jumping down' or 'charging'?

    'Per 10ft. traveled' isn't specific enough. Is it, Ie. '10ft. traveled in elevation?' or simply '10ft. traveled in either two dimensional or three dimensional directions', or is it '10ft. traveled, summed up in both elevation and two dimensional travel'? Is it '10ft. traveled in one direction, no matter what dimension' (etc.)?

    Fists cause a critical on a 20 and are considered natural weapons,
    You should specify this in the description of a fixer's fists as a weapon listing instead of martial arts. I suggest that their unarmed weapon listing be the same as the monk - same as unarmed damage, but lethal and 1d6 if size medium and with a damage die alteration table for size category; it's in the SRD under monk, check it out.

    Also, note that most natural weapons threaten on 20 and confirm at x2 when unlisted as do unarmed strikes.

    Finally, include a reference to the weapon listing of a fixer's fists in the 'martial arts' class feature description, just to make looking at the class on this board easier.

    however the fixer still gains iterative attacks and may also take all feats related to unarmed attacks or manufactured weapons and apply them to their unarmed strikes
    Should be, 'however the fixer still gains iterative attacks with their fists as appropriate to their BAB with a non-natural weapon and still treats their fists as unarmed attacks and/or manufactured weapons when they would be applicable to feats, (Ex)/(Sp)/(Su)/Etc. abilities, templates, class features, any prerequisites (such as unarmed strike damage for a PrC or feat), etc.'

    Saying that it only relates to feats is oddly limiting (more so than the monk and his unarmed strikes) and also the wording 'as appropriate to their BAB with a non-natural weapon' is more specific than just 'gains iterative attacks' since the reader may not know what iterative attacks the OP is refering to, even though unspecifically referring to something like 'iterative attacks provided by class features' may seem redundant and 'iterative attacks provided by feats' totally out of the blue.

    This ability grants the Fixer acquires sneak attack as the rogue, which grows by +1d6 every second level after a character's second level in fixer.
    Grammatical error.

    Counter Strike (Ex)

    The fixer is a master of the martial arts; his hands are fluid in movement, his steps graceful. He moves as if he is the wind incarnate and strikes as lightning after the thunder. If the fixer has travelled no more than ten feet in the round he is attacked and his opponent strikes his body, the fixer rolls with the blow, taking the damage and using it to fuel the power of his next strike. The fixer immediately gains one attack at his highest base attack bonus. At tenth level a fixer may counter strike even when his opponent strikes and misses. At fifteenth level he gains an extra attack at his highest base attack bonus.
    This requires some embellishment. I'm gonna break it down:

    If the fixer has travelled no more than ten feet in the round he is attacked and his opponent strikes his body...
    Should be 'If the fixer has travelled no more than ten feet in the round prior to being the target of a melee attack that damages him - assuming the creature making the attack is within a space that his fists are presently threatening before and (or? and/or? either?) after the attack is made - <continued from above quote until end of sentence>

    The fixer immediately gains one attack at his highest base attack bonus. At tenth level a fixer may counter strike even when his opponent strikes and misses. At fifteenth level he gains an extra attack at his highest base attack bonus.
    You have to detail this more. Is the attack acquired only for the next round or during the present round when he was damaged, or both? What action does the attack require? Free? Does the additional attack apply only when he would make his ordinary attacks?

    Only when he makes his fist attacks during this round/the next round/any round/duration of encounter/forever? Does the additional attack stack with other uses in the same round/other rounds/any time during encounter/forever/until death do player and character part/etc.?

    Or is it only 'one attack instead of other attacks he may make during the present round/the next round/any round/forever/until the universe asplodes and we asphyxiate on purple lemmings'?

    You can probably see now that you've left out a lot here.

    Force Bow (Su)

    The fixer has gained access to powers beyond mortal ken. He may summon a bow of pure force, which glows with a blue hue. This bow is manifested to the fixer’s hand as a swift action and arrows manifest whenever the string is drawn. This weapon deals 2d6 damage, has a range increment of 150ft and causes a critical wound on 19-20 with a multiplier of x2. This weapon causes the wielder to act as if they had the entire archery feat tree; however, this only applies to the force bow and when the bow is in hand.
    So can this bow be imbued/enchanted/modified or enhanced in any manner like a regular weapon? Is it essentially a magic item that the fixer gets for free that can be summoned/dismissed? Because it glows, is it easy to spot and/or find with a search check; and if it isn't, is their any fluff for why (perhaps it only glows when the fixer sees it and is otherwise invisible to others as greater invisibility - (Ex) or (Su) - when he isn't holding it; even then there'd still need to be mechanics that apply to him), etc.

    If it behaves in all ways like a magic item, you should specify that it cannot be dispelled - maybe it's fueled by (Su) or (Ex) energies and not (Sp).

    Basically, sort of the same issue with the fists but quite a few other things too since the bow actually seems to be behaving like an item this time.

    Also, this pinches creativity and useability of the fixer a bit for the players, because at least a paladin's summoned mount could be changed and/or become more powerful with levels.

    This weapon causes the wielder to act as if they had the entire archery feat tree
    You should specify what the 'archery feat tree' is. From what I see it could include any archery feat, which might be a little imba - even though archery sucks, this seems like you intended it to be a minor class feature until the fixer could use their fists at range.

    The fixer’s mastery over his speed is displayed in earnest when he is able to move long distances in but the blink of an eye. The fixer may Dimension Door, as per the spell at will. They may do this up to a distance of eighty feet and utilise it as a move action. At fifteenth level this becomes a swift action.
    You should probably start it off as 'X distance' and increase it slightly with class levels. Maybe go beyond 80ft. rather than keep it static at 80ft.

    It's always the little things that make players want to take more levels in the class.

    A fixer of this level may now choose to bound off spaces or gain extra length to his jumps. If the fixer is of 10th level and above he may leap 10ft between walls as many times as he wishes so long as the distance travelled does not exceed his base land speed. At fifteenth level the fixer may now leap 20ft between walls. The fixer may leap twenty additional feet on all regular standing or running jumps. For purposes of rules determination, standing enemies may be treated as walls.
    You should say that leaping between walls is an action that is part of movement. Otherwise players may whine that you didn't specify an action.

    Also, you shouldn't say 'between walls' but use the words 'over spaces that would require 10ft. of jumping to pass through without lowering/raising your elevation by more than 5ft.'.

    Lots of boundaries are uneven in non-industrialized settings (many D&D settings) after all and also a word like 'walls' is oddly specific; it should be any 10ft.-20ft. gap really - that way you don't even have to include 'tops of creatures' in your description at all, unless you feel you want to.

    It's a big nitpick that I recommend you run with.

    The fixer may never use more than half of these points to boost any roll. He may only boost his attack and defense, never damage or saving throws. These points may be regained after one round of intense focus wherein the fixer may take no other actions, if he receives damage in this round the points are not regained.
    The fixer may never use more than half of these points to boost any roll.
    'More than half' in the same round? Same encounter? Any time at all? Until we asphyxiate on the very same purple lemmings that we asphyxiated on previously?

    He may only boost his attack and defense, never damage or saving throws.
    What exactly are 'attack and defense'? Attack rolls and AC? What kind of bonuses are they? Is the AC flat-footed and touch AC? Etc.

    These points may be regained after one round of intense focus wherein the fixer may take no other actions - if he receives damage in this round the points are not regained.
    So is damage the only distraction? What does intense focus involve specifically? Simply not moving? No concentration check to regain focus anyway despite distractions? Should it be a wisdom check if it's like a zen sorta thing? Or a charisma check if its a matter of recomposing themselves? An intelligence check if they are extricating their mind? A dexterity check if they are regaining mobility in their limbs? A strength check if they are pulling the power into themselves (maybe their just flexing their muscles and the power is absorbed that way) or a constitution check if they need to, ie., re align their heart rate.

    Or no action and the power just flows back into them gradually in the six seconds?

    If the latter, what's the fluff behind the reason it needs no action?

    The fixer now also gains the ability to block a martial attack and completely negate damage. They may choose to initiate a block on any round where the enemy makes a successful attack, before damage is determined. The fixer and his opponent make opposed dexterity checks and if the fixer is successful the damage is completely negated.
    Is this once per round? Any time during a round? Readied action? Immediate action? Free action?

    If it's a readied action, since it requires a standard action, it should allow him to do something else on a successful block, like a combat maneuver against that opponent as a free action that does not provoke attacks of opportunity (assuming opponent is within the fixer's reach).

    on any round where the enemy makes a successful attack
    What kind of attack? Melee? Ranged? Area of effect? Specific spell/power/ability (ie. ray or mind affecting) or any of the like?

    The fixer and his opponent make opposed dexterity checks and if the fixer is successful the damage is completely negated.
    What if the enemy is unaware the fixer requires them to be dexterous to hit him? Should it just be DC = half enemy's attack roll instead/dexterity check to set DC at enemy's option?

    Right now I'm just arguing verisimilitude though.

    The fixer uses the force of his blows to deflect incoming projectiles of any size up to a weight of 150Ibs. Whenever the fixer is aware of a projectile and is not flat footed, he may deflect the attack twice per round.
    Weight should increase with levels. Again, give a reason for why the player might want to be an epic fixer. You could also make it appear at lower levels and lower the weight until it reaches 150lbs. at the level he currently gains it, and then raise it for higher levels.

    Whenever the fixer is aware of a projectile and is not flat footed, he may deflect the attack twice per round.
    If he is aware of a projectile, he probably won't be flatfooted to that projectile (unless he thought it were a fluffy post-asphyxiated expulsionary lemming speedily whisking forward to give him a hug).

    Do you mean 'is not denied his dexterity bonus to said projectile'?

    ... he may deflect the attack twice per round.
    The same attack from the same projectile? From the same source? Should probably be 'from such attacks' (same source) or 'from ranged projectile attacks'. /nitpick

    Again arguing for player incentive to take more levels in this class, you should increase his ranged deflection limit at higher levels. Alternatively, you could make it his Dex modifier, like deflect arrows instead.

    Death Strike (Ex)
    Not really a fan of death attacks, but it's your class and I won't deny you.

    I'm trying to figure out where to add in two martial maneuver progressions, while still keeping the other class abilities of the fixer. Now that I look at it...this class is almost identical to the monk. Barring the bow and the actual martial arts abilities anyhow. *shrugs* Any way, suggestions on inserting martial maneuvers in here somewhere would be greatly appreciated. I think Steel Serpent or Dancing Leaf as suggested by Temotei. Anyway, critique away.
    Two maneuver progressions? I don't think I've ever seen that (except in multi-classing).

    Usually a proper maneuver progression always lists the number of maneuvers it can ready per level as well as those known, and a way to recover and ready new maneuvers.

    Disciplines I recommend are shadow hand (stealth), army of one (brutality), falling sun (kung fu) - those sorts. If there's any disciplines that focus on speed, I reccomend you use one that has been fully peached and is decent and bundled with boosts, counters and strikes for every level (and stances too if you're giving them stances).

    You could allow them to select maybe just two disciplines from the list of those they can choose. That way, you could even include the discipline 'black rain', or some other kind of archery focused discipline for the odd few who want to use this class for its summoned force bow (assuming you use my suggestions and make it up to snuff).

    Since the Fixer already has a good progression of class features, you could probably just cap them out at 5 maneuvers that can be readied at 20th level (of course, they can know a whole lot more). Probably no stances or, if any, just one or two (at the very most).

    They aren't serious sublime way practicioners, but they find themselves adopting a few moves to discern themselves and outwit new foes that they inevitably will encounter on the path to supremacy/immortality - it isn't the focus of their career, unlike the sword sage (with... 16 maneuvers readied at 20th I think?).
    Last edited by imp_fireball; 2010-08-30 at 06:28 PM.