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    Firbolg in the Playground
     
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    Default [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    This is a re-write of an old homebrew class which I wrote up a while back and play tested. It's a class that's based around movement. Initially it sucked horribly at low levels, since most D&D combat takes place in very confined spaces. But after reworking some of the class abilities and adding a lot of new maneuvers, I think it has been vastly improved.

    Special thanks to Cardea, who also play tested the class, had a fun time, and provided me with valuable feedback.

    The Vanguard


    "I really need to take the Endurance feat next time. Or the Run feat. Those would both be solid choices." ~Elan

    Alignment: Any.

    Hit Die: d8

    Skill Points at 1st Level: (6 + Int modifier) ◊4.

    Skill Points at Each Level: 6 + Int modifier.

    Class Skills: The Vanguard's class skills are Balance, Climb, Concentration, Escape Artist, Hide, Jump, Knowledge (Architecture), Knowledge (Local), Knowledge (Geography), Knowledge (Nature), Listen, Martial Lore, Move Silently, Profession, Spot, Survival, Swim, and Tumble.

    Weapon and Armor Proficiency: The Vanguard is proficient in all simple weapons, martial weapons, and light armor, but not shields.

    Table: The Vanguard

    Level
    BAB Fort Ref Will Special Fast Movement Maneuvers Known
    1st +0 +0 +2 +0 Parkour, Fast Movement 10 4
    2nd +1 +0 +3 +0 Endurance, Dodge 10 5
    3rd +2 +1 +3 +1 Run 20 6
    4th +3 +1 +4 +1 Mobility 20 6
    5th +3 +1 +4 +1 Spring Attack 30 7
    6th +4 +2 +5 +2 Skate Gravity 30 7
    7th +5 +2 +5 +2 40 8
    8th +6 +2 +6 +2 Pouncing Spring Attack 40 8
    9th +6 +3 +6 +3 50 9
    10th +7 +3 +7 +3 Rapid Skill Mastery 50 9
    11th +8 +3 +7 +3 60 10
    12th +9 +4 +8 +4 Evasive Skitter 60 10
    13th +9 +4 +8 +4 70 11
    14th +10 +4 +9 +4 Dauntless 70 11
    15th +11 +5 +9 +5 80 12
    16th +12 +5 +10 +5 Instant Velocity 90 12
    17th +12 + 5 +10 +5 100 13
    18th +13 +6 +11 +6 Freedom of Movement 110 13
    19th +14 +6 +11 +6 120 14
    20th +15 +6 +12 +6 Incomparable Speed 150 14




    Maneuvers: You begin your career with knowledge of four martial maneuvers. The disciplines available to you are Lightning Fox, Desert Wind, and Tiger Claw. (At your DM's discretion, you may substitute Desert Wind or Tiger Claw for the Falling Star, Diamond Mind, Shadow Hand, or other disciples appropriate for your character). You learn additional maneuvers at higher levels, as shown Table: The Vanguard. See Table 3-1 on pg. 39 of the Tome of Battle to determine the highest level maneuvers you can learn. Upon reaching 4th level and every even level thereafter, you can choose to learn a new maneuver in place of you already know, following the standard rules for doing so.

    Maneuvers Readied: The Vanguard begins every combat with no maneuvers readied. At the start of his first turn as a Free Action he may ready one maneuver of his choice. At the start of each of his subsequent turns a Free Action, the Vanguard may ready one additional maneuver of his choice for every 30 feet that he has moved since the start of his last turn of this combat, up to a maximum of 1/2 his highest initiator level (minimum one, maximum ten). For example, a 6th level Vanguard would ready zero additional maneuvers if he moved less then 30 feet since the start of his last turn of this combat, one if he moved from 30-55 feet, two if he moves from 60-85 feet, and three if he moves from 90 feet or more. At the end of each combat and whenever the Vanguard is rendered Prone, Pinned, Immobile, Helpless, or Dead, he loses all readied maneuvers. The Vanguard may not ready a maneuver if that same maneuver was readied or used since the start of his previous turn.

    Only the Vanguard's purposeful land based movement and jumping during combat counts toward this determination. Movement that results from the Vanguard being mounted, carried, bull rushed, attacked, riding a vessel, flight, swimming, interdimensional travel (such as Dimension Door, Teleport, or movement while Ethereal), or similar circumstances do not count towards the number of maneuvers the Vanguard may ready. For example, if the initiator was Bull Rushed by an enemy and failed, thus being pushed back, that movement would not count towards the number of maneuvers a Vanguard could ready. If the initiator attempted a Bull Rush attack against an enemy, succeeded, and choose to move along with his enemy, that movement would count. The Vanguard cannot ready maneuvers gained from this class before an encounter starts. His abilities are based on both mental and physical momentum, which rely on an awareness of real and immediate danger to build up and use.

    Stances Known: You begin play with knowledge of one 1st level stance from any discipline open to you. At your 3rd, 7th, 13th, and 20th Vanguard levels, you can choose one additional stance. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, though you may only have one active at any given time. You can change the stance you are currently using as a Swift Action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

    Fast Movement (Ex): At 1st level the Vanguard gains a bonus to his base land speed as shown on Table: The Vanguard. This bonus stacks with Fast Movement bonuses from all other sources, such as those provided by the Monk, Scout, Barbarian, Haste, Boots of Speed, etc. This ability only applies to the Vanguard's land speed, and not to any swim, fly, climb, burrow, or other movement form that he may possess, even if those speeds would otherwise be calculated using his base land speed. This ability only functions when the Vanguard is wearing no armor or light armor, and is not encumbered.

    Parkour (Ex): One of the first lessons the Vanguard learns is that moving efficiently and in unexpected ways is just as important as moving quickly. At 1st level the Vanguard may traverse rooftops, stairs, walls, and other slanted or vertical surfaces without his movement being slowed or impaired, as long as he begins and ends his movement on a horizontal surface. If the Vanguard does not end his movement on a horizontal surface that he is normally capable of standing on, he falls at the end of his turn.

    Passing between these surfaces (from floor to wall, from wall to wall, from rooftop to wall, etc) costs no movement, and the height he can achieve on the wall or other vertical surface is limited only by his movement. While moving on these surfaces the Vanguard may be targeted by attacks of opportunity of enemies within reach as normal (which the Vanguard may attempt to avoid as normal with Tumble). Similarly, the Vanguard may attack enemies within reach per the normal rules (with Spring Attack, maneuvers, etc) while using this ability. Many Vanguards take advantage of this ability by running up walls at an angle and then Jumping off to attack enemies from above, to power up certain stances and maneuvers, and to gain extra distance in their movement to ready additional maneuvers on the following round. This ability only functions when the Vanguard is wearing no armor or light armor, and is not encumbered.

    Bonus Feats: At 2nd level the Vanguard gains Endurance and Dodge as bonus feats. At 3rd level he gains Run as a bonus feat. At 4th level he gains Mobility as a bonus feat. At 5th level he gains Spring Attack as a bonus feat. If the Vanguard already has any of these feats, or later gains them from another class or prestige class, he may choose another feat that he otherwise qualifies for in its place.

    Skate Gravity (Ex): At 6th level the Vanguard gains the ability to move across difficult terrain (such as sand, snow, undergrowth, etc) and liquid surfaces of any type at his normal speed without having his movement slowed or impaired in any way. This includes the ability to move across acid, mud, oil, snow, quicksand, ice, and even lava as if they were normal terrain, and all terrain or liquid surfaces created by magic, psionics, Feats, class abilities, or any other effect. In addition, the DC's for Balance and Tumble Skill checks are not effected by the type of terrain that the Vanguard is moving across. And movement across liquid surfaces using this ability count as land based movement for the purpose of Lightning Fox maneuvers and stances. In addition, the Vanguard never takes damage from falling as long as he is not Immobile or Helpless.

    The Vanguard is still effected by magic or other effects that otherwise reduces movement without effecting the terrain, such as Solid Fog or a net. The Vanguard still touches the terrain (rather then floating above it), but he moves so quickly and deftly that it does not hinder his movement. He would still take heat or contact damage from lava or acid, but he wouldn't take any damage from sinking into it. If he ever spends a round without moving at leave 30 feet, he sinks into liquid surfaces as normal. This ability only functions when the Vanguard is wearing no armor or light armor, and is not encumbered.

    Pouncing Spring Attack (Ex): At 8th level the Vanguard gains the ability to make a full attack (instead of just an attack action) when he uses the Spring Attack feat or at the end of a Charge. In addition, the Vanguard can take a Move Action to move and then take his Standard Action at any point during that move. (As per Flyby Attack, but while moving on the ground).

    Rapid Skill Mastery (Ex): At 10th level the Vanguard does not suffer any penalties to the Balance or Tumble Skills based on his movement speed, including accelerated movement, or using the Run, Charge, or other similar actions. He may also take 10 on all Balance, Tumble, and Jump Skill checks, even when threatened or rushed.

    Evasive Skitter (Ex): At 12th level the Vanguard gains the Evasion ability. If he already has or later gains the Evasion ability from another class or prestige class, he instead gains Improved Evasion. This ability only functions when the Vanguard is wearing no armor or light armor, and is not encumbered.

    In addition, as a Free Action during anyone's turn whenever the Vanguard successfully avoids all of the damage from an enemy's area of effect attack which targeted the Vanguard and required a Reflex Saving Throw, the Vanguard may move up to his movement speed to the closest unoccupied space of his choice that is adjacent to the outside edge of the area of effect (if such a space is available). He essentially runs outside of the blast area.

    Dauntless (Ex): The Vanguard has run for so long that nothing wears him out. At 14th level, he becomes immune to all Fatigue and Exhaustion effects, and does not require normal sleep. He automatically passes all Constitution checks required to continue running and avoid nonlethal damage from a forced march, and may do so for any number of rounds. However, he must still rest and/or meditate to recover spells, psionics, soulmelds, vestiges, etc. In addition, the Vanguard becomes much more difficult to stop, and cannot be Tripped or otherwise rendered Prone against his will.

    Instant Velocity (Ex): At 16th level the Vanguard gains the continuous ability to instantly change the velocity of his movement, turning with perfectly accurate control at will. The Vanguard is no longer required to move in a straight line whenever he Runs, Charges, or uses any class ability, maneuver, or stance which would otherwise require him to move in a straight line. This ability only functions when the Vanguard is wearing no armor or light armor, and is not encumbered.

    Freedom of Movement (Su): At 18th level the Vanguard is effected by a continuous Freedom of Movement effect. This ability only function when the Vanguard is wearing no armor or light armor, and is not encumbered.

    Incomparable Speed (Ex): The Vanguard may now Run as a Move and/or Standard Action, instead of a Full Round Action.

  2. - Top - End - #2
    Firbolg in the Playground
     
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    Default [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Lightning Fox Discipline

    Speed and cunning are the keys to victory, especially when outnumbered or fighting against an enemy with superior strength. The Lightning Fox discipline involve moving as quickly as possible, running into and out of the fray. It strikes in a blink of any eye, and then vanishes from the enemyís reach before they have a chance to counter attack.

    The key Skill for Lightning Fox is Tumble. The associated weapons for Lightning Fox are the quarterstaff, guisarme, rapier, katana, unarmed strike, and all spears.

    For any Lightning Fox maneuver or stance which allows or requires movement, only the purposeful land based movement and jumping during combat counts toward this determination. Movement that results from the Vanguard being mounted, carried, bull rushed, attacked, riding a vessel, flight, swimming, interdimensional travel (such as Dimension Door or Teleport), or similar circumstances do not count towards the number of maneuvers the Vanguard may ready. For example, if the initiator was Bull Rushed by an enemy and failed, thus being pushed back, that movement would not count towards the bonuses accrued by the Momentum stance. If the initiator attempted a Bull Rush attack against an enemy, succeeded, and choose to move along with his enemy, that movement would count.

    But within that restriction, it is assumed that the Balance, Jump, and/or Tumble skills can be used normally during movement that occurs as part of any Lightning Fox maneuver or stance, usually to avoid attacks of opportunity.

    Level 1:
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    Better Quick Than Dead
    Lightning Fox (Counter)
    Level: Vanguard 1
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You

    You may only activate this maneuver whenever you are rendered Frightened, Panicked, Nauseated, Staggered, or Dying (but not dead). You move up to your speed in a straight line directly away from combat. (You may choose what direction you move, but it must be away from all enemies, and to the best of your knowledge must take you out of harms way).

    If you succeed in moving at least 50 feet away from all enemies, then all current Fear and Nausea effects on you end, and if you are Dying you become Stabilized.


    Momentum
    Lightning Fox (Stance)
    Level: Vanguard 1
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    You leverage the force of your ever increasing momentum against your foes. When you initiate this stance, you gain a +1 circumstance bonus to all damage rolls for physical attacks (including melee, thrown weapons, and ranged attacks, but not area of effect abilities, touch attacks, or rays). You gain the same bonus to all Bull Rush, Disarm, Overrun, Sunder, Trip, breaking item checks, Escape Artist Skill checks, and on any opposed check made to physically push or move an opponent or resist such an attempt.

    During combat, at the start of each of your turns you gain an additional +1 to these bonuses for every 30 feet that you have moved since the start of your last turn. (For a Vanguard, he essentially gains +1 for every maneuver that he readies). These bonuses carry over and stack from turn to turn, but the total bonus cannot exceed the user's Dexterity modifier (or a minimum of +1), and you cannot build Momentum bonuses outside of combat.

    At the end of each combat and whenever the user is rendered Prone, Pinned, Immobile, Helpless, or Dead, this stance ends, and the bonuses granted are reduced to zero until the next time the stance is initiated.


    Watch Out!
    Lightning Fox (Boost)
    Level: Vanguard 1
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You

    You gain a +4 bonus to your next Tumble check taken before the end of this round. If this check is taken to avoid an attack of opportunity and if you are on higher elevation then the enemy that threatens you (for example, if you are on a wall or Jumping in a space from above), this bonus is doubled to +8.


    Static Strike
    Lightning Fox (Strike)
    Level: Vanguard 1
    Initiation Action: 1 Standard
    Range: Melee Attack
    Target: One Creature

    When you use this maneuver, make a melee attack against a single creature. If this attack hits and deals damage, then you may make a Bull Rush attack against the same creature as a free action. This Bull Rush and any movement that may result from it does not provoke an attack of opportunity from your target, and your target's movement does not provoke an attack of opportunity from you, though each of your movements may provoke attacks of opportunity from other creatures. If this Bull Rush succeeds, then your target also takes Electrical damage equal to the total distance that you moved this round divided by five. For example, if you had moved a total of 20 feet, attacked your target with this maneuver, hit, and then successfully Bull Rushed it 10 feet, then your target would take an additional 6 points of Electrical damage.

    This is a supernatural ability.


    Level 2:
    Spoiler
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    Eat My Dust!
    Lightning Fox (Stance)
    Level: Vanguard 2
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    Saving Throw: Reflex partially negates

    Whenever you move out of a space covered in at least one inch of dust, ash, lose earth, sand, snow, or similar terrain, that space becomes filled with a cloud of concealment until the start of your next turn. Attacks made into or through a clouded space have a 20% miss chance. Creatures with the Hide Skill may also use this cloud as an effective distraction (as if they had made a successful Bluff check) if all enemies have their line of sight to the hider obscured by the cloud. Any creature who moves into the cloud before it dissipates or caught in the cloud when it is created (if you move through the creature's space) must make a Reflex Save (DC 12 + your Dexterity modifier) or be Blinded until the start of your next turn. You are immune to the blinding effect of your own cloud, but not the concealment.


    Impulse
    Lightning Fox (Boost)
    Level: Vanguard 2
    Prerequisite: 1 Lightning Fox Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Instantaneous

    By initiating this maneuver, you may make a single turn of up to 90 degrees as part of a Charge, Run, Overrun, or any Lighting Fox maneuver or other ability which requires that you move in a straight line (assuming that you still have a Swift Action available to do so).


    Trampling Overrun
    Lightning Fox (Strike)
    Level: Vanguard 2
    Initiation Action: 1 Full Round Action
    Range: Special, see below
    Target: Special, see below

    As part of this maneuver you move up to your speed in a straight line. You attempt to Overrun every creature that occupies a space that you move through. Your movement and the Overrun attempts do not provoke attacks of opportunity from creatures in the spaces that you move through, though they may provoke attacks of opportunity from creatures who are not directly in your path. Each creature knocked Prone by your Overrun attempts also takes damage as if you had successfully hit them with an unarmed strike. If you are knocked Prone by any creature in your path, then your movement and the maneuver ends.


    Level 3:
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    Closeline
    Lightning Fox (Strike)
    Level: Vanguard 3
    Initiation Action: 1 Swift Action
    Range: Melee Attack
    Target: One Creature
    Saving Throw: Fort partially negates

    You may only activate this strike when you move past a creature in a straight line as part of a Run action. Make a single melee attack against one creature. If that attack hits and deals damage, then you may make a Trip attack against the same target as a free action (and a follow up attack if you successfully knock them Prone and have the Improved Trip feat). This Trip attack does not provoke an attack of opportunity. If your initial attack roll is a natural 20, followed by a successful roll to confirm the critical hit, then you may forgo the Trip attack and force your target to make a Fortitude Save (DC 12 + your Dexterity bonus) or be decapitated, as if they were successfully hit by a Vorpal weapon.


    Lend Speed
    Lightning Fox (Strike)
    Level: Vanguard 3
    Prerequisite: 1 Lightning Fox Maneuver
    Initiation Action: 1 Move Action
    Range: Special
    Target: One Ally

    When you initiate this maneuver, you may move up to one-half your land speed in a straight line. If during any part of this movement you are adjacent to an ally, you may pick that ally up, carry him along with you during your movement, and place him in any unoccupied space that is adjacent to your the space at the end of your movement. You may not use this maneuver on an unwilling creature, on a creature which is Grappled or otherwise prevented from being lifted, or on an any creature that you cannot carry as a light load. This movement provokes attacks of opportunity as normal, and you and your ally may not attempt to use the Tumble or Balance Skills during this movement.


    Inertia Strike
    Lightning Fox (Strike)
    Level: Vanguard 3
    Prerequisite: 1 Lightning Fox Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature

    When you initiate this maneuver, make a Bull Rush attack against every creature (friend or foe) that you are adjacent to. Each creature that you successfully Bull Rush is pushed back 5 feet, plus an additional 5 feet for each 5 points by which your check result is greater than the defenderís check result. You do not follow move with the defenders as you would in a normal Bull Rush - you push them away from you.

    Your Bull Rush attempts do not provoke attacks of opportunity from your targets, and your targets' movement does not provoke an attack of opportunity from you, though each of your movements may provoke attacks of opportunity from other creatures.


    Level 4:
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    Blurred Movement
    Lightning Fox (Stance)
    Level: Vanguard 4
    Prerequisite: 1 Lightning Fox Maneuver
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active, at the start of each of the initiator's turns, you gain 10% concealment for every 30 feet that you have moved since the start of your last turn, up to a maximum of 50%. (For a Vanguard, this is essentially 10% concealment for every maneuver that he readies). Thus if you had moved a total of 0-25 feet then targeted attacks made against you would have a 0% miss chance, 30-55 feet would have a 10% miss chance, 60-85 feet would have a 20% miss chance, 90-115 feet would have a 30% miss chance, 120-145 feet would have a 40% miss chance, and 150 feet or more would have a 50% miss chance. This miss chance lasts until the start of your next turn, when it is readjusted according to your movement since the start of your last turn. The miss chance from this stance does not stack with the miss chance from any other source Ė you only apply the highest miss chance.


    Dramatic Entrance
    Lightning Fox (Strike)
    Level: Vanguard 4
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: Special
    Saving Throw: Special

    As part of this maneuver you move up to your speed in a straight line, and then make an attack against a single closed door, hatch, gate, portcullis, portal, or similarly closed passageway within your reach. If you successfully break through it, then as a free action you move into the space previously occupied by the passageway, and all creatures (except for you) within 10 feet of your newly occupied space take 8d6 points of damage from the force of your impact and flying debris, with a Reflex Save (DC 15 + your Dexterity modifier) for half damage. If this maneuver is used during the first round of combat, then creatures damaged by it must also make a Fortitude Save (DC 14 + your Dexterity modifier) or be Stunned for 1 round.


    Over Here! No, Over Here!
    Lightning Fox (Counter)
    Level: Vanguard 4
    Prerequisite: 2 Lightning Fox Maneuvers
    Initiation Action: 1 Immediate Action
    Range: Personal
    Target: You
    Duration: Instantaneous

    You may only activate this maneuver in response to an attack which targets you. As an Immediate Action you may move up to your land speed in a straight line. If this movement moves you outside of the reach or range of an attack targeted directly against you, then it fails and is wasted. If this movement moves you outside of the area of effect of an attack, then it has no effect on you but may still effect others within it's area of effect.

    After using this maneuver, the initiator becomes Fatigued for 1 minute, or Exhausted for 1 minute if they are already Fatigued.


    Level 5:
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    Afterimage
    Lightning Fox (Boost)
    Level: Vanguard 5
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: Will Negates

    You may only initiate this maneuver after moving at least 30 feet in a straight line. You move so quickly that you leave behind and afterimage of yourself in any one space that you previously occupied during this movement. Anyone viewing this must make a Will Save (DC 15 + your Dexterity Modifier), or they believe that the afterimage is actually you for as long as it persists. You do not become Invisible. Those who fail the Save are simply distracted as to where you actually are for a brief moment. If you take any offensive action against an enemy who failed their Save, they realize where you really are. The afterimage persists until the end of the round or until anyone successfully attacks it. It has an AC of 10 and automatically fails all Saving Throws. This maneuver is thus typically used after the initiator has finished all of his offensive actions for the round, and wants to misdirect enemies away from his real position.

    This is a supernatural ability.


    Ball Lightning
    Lightning Fox (Strike)
    Prerequisite: 1 Lightning Fox Maneuver
    Level: Vanguard 5
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature

    When you use this maneuver, you may make a single attack at your full base attack bonus against each opponent within your reach. For any attack that hits and deals damage, make a Bull Rush attack against the same target as a free action. Each creature that you successfully Bull Rush is pushed back 5 feet, plus an additional 5 feet for each 5 points by which your check result is greater than the defenderís check result. You do not follow move with the defenders - you push them away from you. If any Bull Rush succeeds, then that target also takes Electrical damage equal to the total distance that you moved this round divided by five. Your Bull Rush attempts do not provoke attacks of opportunity from your targets, and your targets' movement does not provoke an attack of opportunity from you, though each of your movements may provoke attacks of opportunity from other creatures.

    This is a supernatural ability.


    Not Quick Enough Draw
    Lightning Fox (Strike)
    Level: Vanguard 5
    Initiation Action: 1 Swift Action
    Range: Melee Attack
    Target: Special
    Saving Throw: Will Negates

    You may only activate this strike when you move past one or more creatures in a straight line as part of a Run action. You may make a single Disarm attempt against any or all creatures that are within your reach at any point during your movement. These attempts do not provoke attacks of opportunity. Any enemy that your successfully Disarm must attempt a Will Save (DC 15 + your Dexterity bonus). If they fail this Save, they are so befuddled by being disarmed that they cannot draw or pick up any other weapon or item for the remainder of this round.


    Level 6:
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    Cyclone
    Lightning Fox (Strike)
    Level: Vanguard 6
    Initiation Action: Swift Action
    Range: Special, see below
    Target: Special, see below
    Saving Throw: Fort negates

    You may only initiate this maneuver after you move four times in a circle (or a generally circular space, if you're using a grid or hex map) completely around a target or group of targets during one round, without moving directly through any occupied spaces (such as Tumbling through an another creatures space, making an Overrun through an occupied space, or displacing another creature and moving into it's space with a Bull Rush attempt). If you do this, this maneuver creates a cyclone of wind within the interior of circle that you moved. This cyclone reaches 100 feet up into the sky (though it does not pass through solid surfaces, like a ceiling). All creatures within the cyclone must make a Fortitude Save (DC of 16 + your Dexterity modifier). Targets receive +4 to this Save for every size category above Medium, and -4 to this Save for every size category below Medium. (The same as their Grapple modifier due to their size. A Fine target would get a -16 to this check, a Medium target would get 0, and a Colossal target would get +16). Targets who fail this Save are thrown strait up to the top of the cyclone, and then immediately fall back down to the ground. If they do not hit a ceiling or other object they take falling damage for 100 feet (10d6). If they do hit a ceiling or other object they take falling damage for the distance up, and then falling distance again for the distance down. For example, in a room with a ceiling 20 feet above, they would take 2d6 damage when they hit the ceiling and 2d6 when they hit the floor. Any creatures who take damage from this maneuver are also knocked Prone and are randomly scattered one space, as if they were a thrown splash weapon. Movement caused by this maneuver provokes attacks of opportunity, though never more then one from any particular creature. Finally, all non-magical and non-psionic fires within the cyclone are extinguished, and all weather based and gaseous effects (such as Solid Fog, Stinking Cloud, etc) within the area are dispelled.

    If you are moving over a liquid (such as a lake, ocean, acid, lava, etc) then a similar cyclone effect is also created below you, except that it pulls creatures down towards the floor of the body of water if they fail their Saving Throw (and gravity does not pull them back up), knocked Prone, scattered, and take appropriate falling damage if they hit the floor of the body of water.


    Living Lightning
    Lightning Fox (Strike)
    Level: Vanguard 6
    Initiation Action: 1 Full Round Action
    Range: Special, see below
    Target: Special, see below
    Saving Throw: Reflex Half

    As part of this maneuver you move up to twice your speed in a straight line. You attempt to Overrun every creature that occupies a space that you move through. Your movement and the Overrun attempts do not provoke attacks of opportunity from creatures in the spaces that you move through, though they may provoke attacks of opportunity from creatures who are not directly in your path. Each creature whose space that you move through (regardless of whether or not they attempt to block your movement) takes 12d6 points of electrical damage, with a Reflex Save (DC 16 + your Dexterity modifier) for half damage. In addition, each creature knocked Prone by your Overrun attempts also takes damage as if you had successfully hit them with an unarmed strike.
    If you are knocked Prone by any creature in your path, then your movement and the maneuver ends, and the creature that knocked you Prone does not take electrical damage.

    This is a supernatural ability.


    Level 7:
    Spoiler
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    Mercurial Movement
    Lightning Fox (Stance)
    Level: Vanguard 7
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance
    Saving Throw: Reflex negates

    Whenever enemy attempts to Bull Rush, Grapple, Overrun, Swallow Whole, Trample, or Trip attack against you, you may make a 5 ft step as a free action. This movement does not provoke an attack of opportunity, and does not count as your normal 5 ft step for this round. If this moves you outside of your enemy's threatened area, then their attack fails, and they must make a Reflex Save (DC 17 + your Dexterity modifier), or fall Prone in the space that you moved out of.


    Relentless Attack
    Lightning Fox (Strike)
    Level: Vanguard 7
    Prerequisite: 3 Lightning Fox Maneuvers
    Initiation Action: 1 Full Round Action
    Range: Melee Attack
    Target: One Creature

    When you use this maneuver, make a melee attack against a single creature. If this attack hits and deals damage, then you may make a Bull Rush attack against the same creature as a free action. If this Bull Rush succeeds, then you may make another melee attack against any creature within your reach at a -2 penalty to hit. If this attack hits and deals damage, then you may make a Bull Rush attack against the same target as a free action. If this Bull Rush succeeds, then you may make another melee attack against any creature within your reach at with an additional -2 penalty to hit (for a cumulative penalty of -4). You may repeat this again and again (with cumulative penalties to hit each time) up to a maximum number of times equal to your Dexterity bonus, or until you miss an attack, or fail a Bull Rush attempt.

    The Bull Rush attempts from this maneuver and any movement that may result from it does not provoke an attack of opportunity from your target, and your target's movement does not provoke an attack of opportunity from you, though each of your movements may provoke attacks of opportunity from other creatures.

    After using this maneuver, the initiator becomes Fatigued for 1 minute, or Exhausted for 1 minute if they are already Fatigued.


    Level 8:
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    Infinite Mass Strike
    Lightning Fox (Strike)
    Level: Vanguard 8
    Prerequisite: 3 Lightning Fox Maneuvers
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature

    When you use this maneuver, make a melee attack against a single creature. If this attack hits and deals damage, then you may make a Bull Rush attack against the same creature as a free action. This Bull Rush and any movement that may result from it does not provoke an attack of opportunity from your target, and your target's movement does not provoke an attack of opportunity from you, though each of your movements may provoke attacks of opportunity from other creatures. If this Bull Rush succeeds, then your target also takes damage equal to the total distance that you moved this round. For example, if you had moved a total of 80 feet, attacked your target with this maneuver, hit, and then successfully Bull Rushed it 20 feet, then your target would take an additional 100 points of damage.


    Vibrate Molecules
    Lightning Fox (Stance)
    Level: Vanguard 7
    Prerequisite: 2 Lightning Fox Maneuvers
    Initiation Action: 1 Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    While this stance is active you gain Tremorsense with a range of 60 feet, and you may become incorporeal (which grants numerous benefits) or return to your normal state at will as a free action during your turn. However, you must end each of your turns in your normal state. If you end your turn inside of solid matter, then you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.

    Since you are still on the same plane of existence, purposeful land based movement while incorporeal counts normally towards the number of maneuvers a Vanguard may ready each round, and towards any determination of distance used for Lightning Fox maneuvers.

    This is a supernatural ability.


    Level 9:
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    Faster Than Time
    Lightning Fox (Boost)
    Level: Vanguard 9
    Initiation Action: 1 Immediate
    Range: Personal
    Target: You
    Duration: Instantaneous

    If you have already taken your turn this round, then by activating this maneuver you add +20 to your Initiative at the start of the next round (which will most likely change your position in the Initiative order for the rest of the encounter).

    If you have not yet taken your turn this round (either because it is not yet your turn in the initiative order, or because you have decided to delay your turn), then by activating this maneuver you may take your turn immediately, interrupting another creature's turn (and potentially disrupting their actions, such as casting or manifesting, similar to if you had readied an action to do so). This action counts as your turn for this round, and on the next round you return to your previous place in the Initiative order.

    As a reminder, you cannot use Immediate Actions while Flat Footed (such as during the first round of combat before you have acted), even if you have the Uncanny Dodge ability.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    This spot reserved in case I need it. Post away!

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Hey Person_Man. Sorry for delayed response. RL likes to keep me busy.

    I definitely like what you've done, and I really enjoy the capstone. Hopefully I can use this again at high levels.

    Oddball question, though. Because of how the Vanguard gets his maneuvers, does this mean he wouldn't necessarily need the Adaptive Style Feat, because all of his readied maneuvers are changing constantly?
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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Quote Originally Posted by Cardea View Post
    Hey Person_Man. Sorry for delayed response. RL likes to keep me busy.

    I definitely like what you've done, and I really enjoy the capstone. Hopefully I can use this again at high levels.

    Oddball question, though. Because of how the Vanguard gets his maneuvers, does this mean he wouldn't necessarily need the Adaptive Style Feat, because all of his readied maneuvers are changing constantly?
    You are correct. The Vanguard has no need for Adaptive Style.

    In order to ready new maneuver(s), the Vanguard need only move at least 30 ft in combat. And in general, I hate "Feat Taxes" like Adaptive Style, Improved Binder, or Natural Spell. Feats should add new abilities, not modify existing abilities so that they work correctly.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Great class! Some concerns but I'm trying to look over the math first.

    First, your Bonus Feat entry doesn't match the table. Namely, Spring Attack and Mobility.

    Second, why does constant Freedom of Movement come so late? I don't feel that it is too broken to move it up, the problem is that I just don't know where it should be moved to because every level has its own goodie right now. Ahh dilemma...

    Lastly, Lightning Fox is a really heavy Bull Rush discipline, but it doesn't have any boosts that add a general bonus to Bull Rush or replacing the Str check with Dex. Why not? For example, Setting Sun allows Dex or St for Trip attacks.

    Bull Rush is also limited to creatures within a certain size range, which really limits the monsters this character can adequately fight. Or am I not giving enough credit to the other two disciplines?

    I simply feel that there should also be a maneuver that could get around that as well. As a standalone discipline, it seems to have much more flaws than the fighting styles of other disciplines, but doesn't seem to try to address them through maneuvers.
    Last edited by JKTrickster; 2012-04-28 at 02:43 AM.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Mmm bump?

    Wonder what anyone else thinks about this class?

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Quote Originally Posted by JKTrickster View Post
    Great class! Some concerns but I'm trying to look over the math first.

    First, your Bonus Feat entry doesn't match the table. Namely, Spring Attack and Mobility.
    Fixed the chart. Thanks.

    Quote Originally Posted by JKTrickster View Post
    Second, why does constant Freedom of Movement come so late? I don't feel that it is too broken to move it up, the problem is that I just don't know where it should be moved to because every level has its own goodie right now. Ahh dilemma...
    Yeah, 18th level is a bit long to wait for Freedom of Movement. But note that the Scout gets it at 18th level as well, and that Tome of Battle classes in general don't have amazing base class abilities, because they're getting fully scaled maneuvers and stances. For example, the Swordsage only gets Improved Evasion at 17th level, and nothing at 18th or 19th. Past Mettle at 13th level, the Crusader gets nothing but more Steely Resolve and Smite uses. And the Warblade gets his Int to AoO at 15th level, a bonus Feat at 17th level, and nothing at 18th or 19th level. I don't want to make the Vanguard too powerful compared to other ToB classes.


    Quote Originally Posted by JKTrickster View Post
    Lastly, Lightning Fox is a really heavy Bull Rush discipline, but it doesn't have any boosts that add a general bonus to Bull Rush or replacing the Str check with Dex. Why not? For example, Setting Sun allows Dex or St for Trip attacks.

    Bull Rush is also limited to creatures within a certain size range, which really limits the monsters this character can adequately fight. Or am I not giving enough credit to the other two disciplines?

    I simply feel that there should also be a maneuver that could get around that as well. As a standalone discipline, it seems to have much more flaws than the fighting styles of other disciplines, but doesn't seem to try to address them through maneuvers.
    Take a look at the first level stance, Momentum. Through movement, it allows you to build up a bonus (up to your Dex modifier) to all damage, Bull Rush, Disarm, Overrun, Sunder, Trip, breaking item checks, Escape Artist Skill checks, and on any opposed check made to physically push or move an opponent or resist such an attempt.

    So if you choose to use this stance, your bonus to most opposed checks will be 1d20 + size + Str + Dex + Feats + weapon properties + magic items. If you specialize in any particular check, then that's likely to be a very high number. And it won't just be for certain maneuvers (like Setting Sun) but for all such checks (for example, if you use Knock-Down or Knockback)

    You're correct that Lightning Fox does have a fairly limited play style - you can move around very easily, Bull Rush/Trip/Overrun (with fairly effective bonus damage), and avoid attacks (there are a lot of counters). But when combined with other Disciplines, I've found that it's really quite balanced and fun.

    But perhaps you are right. Do you have any specific additions you think I should make to round out the Discipline and make it more flexible?


    Thanks a lot for the feedback. It is truly appreciated. If there are any other ideas or edits, please let me know. I'm still very much open to changing stuff around.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Ahh I see. That is true...I guess the FoM is fine at level 18 then. Also would this class prioritize Dex or Str? It seems to imply Dex but Str also helps with many of its abilities. What did you intend when you made this class?

    Also just noticed that your table's stance progression is wrong too. Second stance is at 3rd level right?

    Have you thought about adding the other feats in the Spring Attack line?

    I think what can help diversify the discipline are some "close combat" maneuvers. Right now it has a huge dependence in being able to move in a straight line - but this results in the high base move speed hindering the class. Even in a relatively big and open plain, how often do you get to move 300 ft before hitting opponents? Obviously this is solved by class features at higher levels, but really you can have maneuvers for it as well.

    For example, instead of "moving X in a straight line" (by the way, you misspell "straight" multiple times throughout your maneuvers. You should fix that ) you can use other criteria.

    One criteria could be "when you are above your opponent by X feet". Why is this more close combat oriented? First of all, you are normally "boxed in" when there are walls and roofs around you. However, the Vanguard is one of the few classes that is able to freely move between floor, wall, and even ceiling with ease.

    This means that even if the Vanguard is boxed in, she can just moved above her opponent and use this maneuver. Much more painless and provides a fun option on a tactical level.

    You can think of other fun requirements as well. Basically, stressing the agile nature of mobility and the ability to attack from different angles to catch the opponent off guard. This allows more variety than "charge for X distance in a straight line". I think that is something that is not really represented in your discipline, which focuses a lot on just being able to cover large tracts of land at a quick pace.

    Finally, I feel like you did a great job and I really look forward to how you might change this class!

    EDIT:

    Also another thing - your maneuver recovery system is a little awkward. It prohibits someone from readying the same maneuver twice in a row, even if they did NOT expend it in the previous round.

    This penalizes the Vanguard for choosing too many of its options in one go, even when they are able to. For example, a level 20 Vanguard can easily reach 300 ft. But if they actually ready 10 maneuvers, they would only be able to ready 4 maneuvers the next round, even if they only used one or two.

    This doesn't make a lot of sense. Instead, they should be prohibited from expending the same maneuver twice in a row. That is what you're aiming for after all right?


    Ignore this. I thought each new round REPLACES the maneuvers readied. Nevermind.
    Last edited by JKTrickster; 2012-05-04 at 01:36 AM.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Bump for great justice!

    Other people should peach this too!

    It's such a great concept!

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    This class looks great and I would personally allow it when I DM, bu one thing that worries me is the vorpal punch as a third level maneuver. Vorpal is an ability not to be had until epic levels in the base game and even with a fort save it seems a slight bit powerful because we've all had that bad roll.

    Other than that, great job.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Hmm it does allow a save though. Do you think that allows some lee way?

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Some, but it IS a save or die for most creatures.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    And the movement? That seems hard to make in certain situations...

    Also I wish other people would comment. This class truly deserves more views.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    It just says run past them with the run action. You can end a run action anytime if I remember correctly and with max ranks in tumble and a good dex score those checks to avoid attacks are nothing because of the ability to ignore the penalty to tumble while running.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Quote Originally Posted by JKTrickster View Post
    Ahh I see. That is true...I guess the FoM is fine at level 18 then. Also would this class prioritize Dex or Str? It seems to imply Dex but Str also helps with many of its abilities. What did you intend when you made this class?
    My intent was to give the player many options to choose from. You can prioritize Strength, avoid maneuvers with Save DC's (although there are a few with Str based DC's in other disciplines), and be a strait melee build with some cool mobility options. You can prioritize Dex, use Weapon Finesse and maybe the Falling Star discipline, the Momentum stance, and maneuvers with Save DC's. You can prioritize both Str and Dex, and have very high opposed checks, but some MAD issues. You can even prioritize Wisdom, use Intuitive Strike and Wis based Swordsage disciplines.

    Quote Originally Posted by JKTrickster View Post
    Also just noticed that your table's stance progression is wrong too. Second stance is at 3rd level right?
    Fixed. Thanks.


    Quote Originally Posted by JKTrickster View Post
    Have you thought about adding the other feats in the Spring Attack line?
    It's certainly a possibility. Though I'd probably just add them as class abilities or maneuvers rather then Feats, because other classes really wouldn't have a use for them (since getting Dodge/Mobility/Spring Attack are such piss poor feats), and I dislike "Feat taxes" (If a class "should" be capable of doing something, they should just be able to do it. They shouldn't have to pay an extra cost to do it).

    Quote Originally Posted by JKTrickster View Post
    I think what can help diversify the discipline are some "close combat" maneuvers. Right now it has a huge dependence in being able to move in a straight line - but this results in the high base move speed hindering the class. Even in a relatively big and open plain, how often do you get to move 300 ft before hitting opponents? Obviously this is solved by class features at higher levels, but really you can have maneuvers for it as well.

    For example, instead of "moving X in a straight line" (by the way, you misspell "straight" multiple times throughout your maneuvers. You should fix that ) you can use other criteria.

    One criteria could be "when you are above your opponent by X feet". Why is this more close combat oriented? First of all, you are normally "boxed in" when there are walls and roofs around you. However, the Vanguard is one of the few classes that is able to freely move between floor, wall, and even ceiling with ease.

    This means that even if the Vanguard is boxed in, she can just moved above her opponent and use this maneuver. Much more painless and provides a fun option on a tactical level.
    Well, you do have access to 2 other non-Lightning Fox disciplines of your choice, so you should always have something to do as long as you move enough to refresh your maneuvers. (And unlike the Swordsage and Warblade, refreshing your maneuvers is basically a free action as long as you make some effort to move around the battlefield. So you never "waste" a round on refreshing).

    But I love the idea of having maneuvers focused on dropping on top of your enemy. Give me a little time to write and play test them, then I'll add them to the list.

    Quote Originally Posted by Batpope Scott View Post
    This class looks great and I would personally allow it when I DM, bu one thing that worries me is the vorpal punch as a third level maneuver. Vorpal is an ability not to be had until epic levels in the base game and even with a fort save it seems a slight bit powerful because we've all had that bad roll.

    Other than that, great job.
    It is a potent effect. But it's a Standard Action maneuver, so at most you're getting 1 chance to trigger it, it only triggers on a natural 20, and it allows a Saving Throw. I would say that it's considerably weaker then Hold Person or similar Save or Lose/Die effects.

    Quote Originally Posted by Batpope Scott View Post
    It just says run past them with the run action. You can end a run action anytime if I remember correctly and with max ranks in tumble and a good dex score those checks to avoid attacks are nothing because of the ability to ignore the penalty to tumble while running.
    You are correct about this. Run is a full round action (until your capstone ability) which allows you to move up to 4 times (or 5 times with the Run feat) your movement speed in a strait line. You can stop at any point during your Run. For the maneuvers that require a Run action, the point is that you have the option of starting very far away or ending your turn very far away from your opponent.



    Thanks for the commentary everyone. It is appreciated.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Quote Originally Posted by Person_Man View Post
    My intent was to give the player many options to choose from. You can prioritize Strength, avoid maneuvers with Save DC's (although there are a few with Str based DC's in other disciplines), and be a strait melee build with some cool mobility options. You can prioritize Dex, use Weapon Finesse and maybe the Falling Star discipline, the Momentum stance, and maneuvers with Save DC's. You can prioritize both Str and Dex, and have very high opposed checks, but some MAD issues. You can even prioritize Wisdom, use Intuitive Strike and Wis based Swordsage disciplines.
    Ahh I see. Definitely makes sense!



    But I love the idea of having maneuvers focused on dropping on top of your enemy. Give me a little time to write and play test them, then I'll add them to the list.
    Yup that's what I thought too. Literally getting the drop on your opponents would be fun and hilarious. It would match the "mobile striker" feeling of the discipline too.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Love the concept, want to try it. Would make a great dip or a solid full class. Have a build for a scrawny runt Kobold that is almost purely scout and message runner.

    Side note, parkour should be worded better. It has the same problem as the psionic Up The Walls feat. A celing is a horizontal surface, so you wouldn't fall if you where upside down, becuase you are on a horizontal surface.

    Not a major deal, as a DM would have to be RAW heavy to let it work like that anyway.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    I am still wading through everything but I have to agree with the other poster that said that vorpal at level 7 is a bit much.

    Vorpal is not even close to available at those levels. And the fact that it only triggers on a Nat 20 is how Vorpal works anyway. level 3 Manuevers is about as far as I have gotten, so will look at it some more later when I have the chance. But I would highly suggest changing that ability.

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    Default Re: [3.5] The Flash: Vanguard Class & Lightning Fox Discipline

    Not sure if this is a necro, but seeing as there was already a gap of 7 months, I figured a 5 month gap isn't terribad. Anyway, love the class and maneuvers! I always wanted a character that could run around lightning-fast and beat the life out of people, but Flyby Attack seemed to be a constant prerequisite. In response to the Closeline complaints, I think that Vorpal is really, really overpriced and that it's pretty much the same at any level. Even with a Dex-focused halfling, Closeline would only have about the save DC of a Int-focused wizard casting Hold Person or a similar spell - except it needs a natural 20 on a person with a head to activate. As such, I'd say it's much, much weaker than it's made out to be. I don't think many would take Closeline for the vorpal affect with such low chances, and even if they did take it then spam it like no tomorrow, they wouldn't get very far. Of course, it puts a little strain on the DM to make sure his bosses have decent fortitude or are headless, but it's hardly game-breaking. I'd say Cyclone is quite a bit worse at 18d6 damage as a swift action 6th level manuever. Maybe scale the height of the cyclone to the number of circles you go around the person, making them lower damage if they increase the radius of the cyclone, scaling the damage with increasing Fast Movement.
    Last edited by r2d2go; 2013-05-12 at 01:11 PM.

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