I'm incredibly bored, and incredibly pumped to return home and start playing here again. I figure I can use my NWN2/Sundren geekiness to combat the boredom, so here's a list of ideas that people-smarter-than-I may wish to consider to give melee'rs more "oomph!"
I tried to stay away from anything that would require (what I would guess) is an insane amount of coding. For the most part, these classes use abilities that are present in other classes already. Again, I know absolutely nothing about the sorcery of coding, development, or balance (how it pertains to Sundren now as opposed to a year ago).
1. Brawler (flagrantly stolen from orcs.ca)
The brawler is a warrior that has dedicated his martial training to learning how to better punch things. Much like the monk, his unarmed attacks become progressively stronger, and has learned to use every part of his body as a weapon. Unlike the monk, he doesn't care for any high philosophies, mastering his body, or becoming enlightened. The brawler punches stuff because he needs to punch them.
BAB: High
HIT DIE: d10
SAVES: Fort
SKILLS/LVL: 2
ABILITIES:
-Can use "Flurry of Blows" as a monk of the same level for unarmed strikes while in light or no armor
-Unarmed damage increases as the brawler gains levels (at the same rate of a monk might be overkill; perhaps at half the rate, with the brawler capping at 2d6 at level 30)
-Receives the weapon specialization feats at 5, 15, and 25 (Spec., Greater Spec., Epic Spec.)
-Bonus fighter feat every 3-4 levels?
-Receives the Dash feat for free at level 1
***Basically, a fighter/monk with no alignment restrictions
2. Brick Wall
The brick wall's style of fighting is simple; to outlast the enemy, and hit them when they're tired. The wall's focus is on defense. They focus on how to get the absolute most out of their armor and expanded fighting abilities. They'll still be swinging long after everyone else is panting and soaked in sweat.
BAB: Medium
HIT DIE: d12
SAVES: Fort, Reflex, Will
SKILLS/LVL: 2
ABILITIES:
-Defensive stance at level 1, with an additional use every 2 levels
-Improved Defense (+1 dodge AC) at level 3. It improves by +1 every three levels thereafter (so a pure BW at lvl 30 will have a +10 AC bonus)
-Damage Reduction 3/- beginning at lvl 5 and gaining another 3/- every five levels (DR 18/- for a pure lvl 30)
-Shield Specialization at level 6. The BW receives no AB penalty when using a tower shield
-Heavy armor optimization -- Beginning at level 6, the BW starts to become comfortable wearing armor all the time. The armor penalty for skill checks is reduced by 1, and reduces by another 1 every 4 levels.
-Double AOO--Every time the BW is able to make an AOO, he gets two attacks at his highest AB beginning lvl 15
-Impassible Foe -- The BW is skilled at preventing his enemies from passing. He exudes an aura to enact a slow effect on enemies, which can be toggled. DC=class level versus the target's reflex save. He gains this ability lvl 6
***I was going to a Dwarven Defender-styled base class, without the race requirement. While it may seem OP, I think it's offset fairly by the medium BAB
3. Judoka
The judoka focuses on his favorite aspect of fighting: Grappling his enemy. The judoka, through years of practice, is able to apply his expert skills regardless of the situation. Eventually, he will be far more powerful while on the ground than he could ever be standing.
BAB: Medium
HIT DIE: d8
SAVES: Fort, Reflex
SKILLS/LVL: 4
ABILITIES:
-Receives Weapon Focus: Melee Touch Attack at level 1
-Increases a creature size at level 3 for the purposes of KD/IKD and grappling checks
-at level 4 the judoka receives +4 to STR and DEX when grappling/initial grapple check
-gains Skill Focus: Escape Artist at level 5
-gains Dash at level 6
-gains +4 to melee touch attacks when initiating a grapple check at level 7
-every round while the judoka has the enemy pinned, the enemy suffers 1d4 bludgeoning damage at lvl 10. This increases to 1d6 at lvl 13, 1d8 at lvl 15, 1d10 at level 17, and 2d8 at level 20
-Beginning at lvl 12, the judoka is able to make two attacks per round while grappling. At level 16 he can make three attacks, and at level 20 he can make as many attacks as he can outside of grappling (with one one-handed weapon)
***Obviously grappling would have to get fixed/revised long before this class is considered. This would also require quite a bit of custom scripting, and I imagine the hardest class to implement.
It'd be pretty easy for the judoka and brick wall to be PRC-erized, but I think the brawler would be best suited for base-classiness.
That's all I've got; more to come later!
I tried to stay away from anything that would require (what I would guess) is an insane amount of coding. For the most part, these classes use abilities that are present in other classes already. Again, I know absolutely nothing about the sorcery of coding, development, or balance (how it pertains to Sundren now as opposed to a year ago).
1. Brawler (flagrantly stolen from orcs.ca)
The brawler is a warrior that has dedicated his martial training to learning how to better punch things. Much like the monk, his unarmed attacks become progressively stronger, and has learned to use every part of his body as a weapon. Unlike the monk, he doesn't care for any high philosophies, mastering his body, or becoming enlightened. The brawler punches stuff because he needs to punch them.
BAB: High
HIT DIE: d10
SAVES: Fort
SKILLS/LVL: 2
ABILITIES:
-Can use "Flurry of Blows" as a monk of the same level for unarmed strikes while in light or no armor
-Unarmed damage increases as the brawler gains levels (at the same rate of a monk might be overkill; perhaps at half the rate, with the brawler capping at 2d6 at level 30)
-Receives the weapon specialization feats at 5, 15, and 25 (Spec., Greater Spec., Epic Spec.)
-Bonus fighter feat every 3-4 levels?
-Receives the Dash feat for free at level 1
***Basically, a fighter/monk with no alignment restrictions
2. Brick Wall
The brick wall's style of fighting is simple; to outlast the enemy, and hit them when they're tired. The wall's focus is on defense. They focus on how to get the absolute most out of their armor and expanded fighting abilities. They'll still be swinging long after everyone else is panting and soaked in sweat.
BAB: Medium
HIT DIE: d12
SAVES: Fort, Reflex, Will
SKILLS/LVL: 2
ABILITIES:
-Defensive stance at level 1, with an additional use every 2 levels
-Improved Defense (+1 dodge AC) at level 3. It improves by +1 every three levels thereafter (so a pure BW at lvl 30 will have a +10 AC bonus)
-Damage Reduction 3/- beginning at lvl 5 and gaining another 3/- every five levels (DR 18/- for a pure lvl 30)
-Shield Specialization at level 6. The BW receives no AB penalty when using a tower shield
-Heavy armor optimization -- Beginning at level 6, the BW starts to become comfortable wearing armor all the time. The armor penalty for skill checks is reduced by 1, and reduces by another 1 every 4 levels.
-Double AOO--Every time the BW is able to make an AOO, he gets two attacks at his highest AB beginning lvl 15
-Impassible Foe -- The BW is skilled at preventing his enemies from passing. He exudes an aura to enact a slow effect on enemies, which can be toggled. DC=class level versus the target's reflex save. He gains this ability lvl 6
***I was going to a Dwarven Defender-styled base class, without the race requirement. While it may seem OP, I think it's offset fairly by the medium BAB
3. Judoka
The judoka focuses on his favorite aspect of fighting: Grappling his enemy. The judoka, through years of practice, is able to apply his expert skills regardless of the situation. Eventually, he will be far more powerful while on the ground than he could ever be standing.
BAB: Medium
HIT DIE: d8
SAVES: Fort, Reflex
SKILLS/LVL: 4
ABILITIES:
-Receives Weapon Focus: Melee Touch Attack at level 1
-Increases a creature size at level 3 for the purposes of KD/IKD and grappling checks
-at level 4 the judoka receives +4 to STR and DEX when grappling/initial grapple check
-gains Skill Focus: Escape Artist at level 5
-gains Dash at level 6
-gains +4 to melee touch attacks when initiating a grapple check at level 7
-every round while the judoka has the enemy pinned, the enemy suffers 1d4 bludgeoning damage at lvl 10. This increases to 1d6 at lvl 13, 1d8 at lvl 15, 1d10 at level 17, and 2d8 at level 20
-Beginning at lvl 12, the judoka is able to make two attacks per round while grappling. At level 16 he can make three attacks, and at level 20 he can make as many attacks as he can outside of grappling (with one one-handed weapon)
***Obviously grappling would have to get fixed/revised long before this class is considered. This would also require quite a bit of custom scripting, and I imagine the hardest class to implement.
It'd be pretty easy for the judoka and brick wall to be PRC-erized, but I think the brawler would be best suited for base-classiness.
That's all I've got; more to come later!
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