Catch
2006-03-20, 11:43 PM
I'm a big fan of the Wheel of Time series, and a partial believer in the D20 version of the game. My D&D group is starting a new campaign (we're rerolling) in the Ebberon setting, which I'm not familar with (I'm a Forgotten Realms kinda guy). I'd like to adapt the the Algai'd'siswai to a class I could actually take, as I like the flavor and overall style of the class. For anyone who's not familar with the series, Algai'd'siswai are desert fighters, specializing in unarmored combat using shortspears and bucklers, and wearing no armor. They're blindingly fast, difficult to hit, and often quite stealty.
Stats are as follows, with my suggestions for changes in italics.
Hit die: d10 I'd drop this to a d8 if the class gets overpowered.
Class Skills: Balance, Climb, Craft, Hide, Intimidate, Intuit Direction (stupid 3.0 setting), Jump, Listen, Move Silently, and Wilderness Lore (again). I'd drop Intuit Direction and Wilderness Lore in favor of Survival, and maybe add Spot as a class skill. Maybe Perfom(dance).
Skill points per level: 4 + Int as normal.
Proficiences: All simple weapons, and never are profiecent with swords. Algai'd'siswai despise swords, and will generally not even touch them. For this reason, Algai'd'siswai gain no experience in encounters in which they use a sword. I'd add the shortbow to this, as they commonly use shortbows in the book series.
Algai'd'siswai do not wear armor and do not start with armor proficencies. When wearing armor, an Algai'd'siswai loses all class abilites and no experience points. They are profiecent with bucklers, however. I'd leave this as is, but see below
Side note: This game uses the defense bonus as a standard rule. It's in Unearthed Arcana as a variant, for those who aren't familar with the rule. Basically, it's a static bonus to your AC that you can get in place of armor. For this class it works, but since we're not going to be using that rule, I'd like adapt the class. Hence the post. I'm tinkering with the idea of working an AC bonus similar to the monk's. (This is where I need feedback.)
Base attack: As fighter
Saves: As rogue
Class features:
1st: Fast Movement +10 ft., Weapon Focus(shortspear)
2nd: Dance the Spears (+2)
3rd: Uncanny Dodge
4th: Stealthy Movement
6th: Improved Uncanny Dodge
8th: Dance the Spears (+4)
12th: Uncanny Dodge (+2 against traps) This is okay, but at 12th level, I'm not sure how effective it will be.
14th: Dance the Spears (+6)
20th: Dance the Spears (+8 )
Dance the Spears: The Algai'd'siswai fighting style emphasizes speed, agility manuverability, and reflexes. At second level, an Algai'd'siswai recieves a +2 bonus on iniative checks. This bonus increases to +4 at 8th level, +6 at 14th level, and +8 at 20th level.
This is a fun feature, but I think it may be spaced out a little too much. Extaordinary or supernatural?
Stealthy Movement: Algai'd'siswai may add their reflex save to all Move Silently and Hide checks.
I'm not sure how over or underpowered this is. My guess is over. Extraordinary or supernatural?
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So that's the class, as writen. I'd say it's a little underpowered, but I'm not sure how to make it more effective. My first thoughts are some sort of AC bonus to offset the lack or armor, maybe bonuses to shortspear attack/damage or the skirmish class feature. Actually, I like the idea of Skrirmish for the Algai'd'siswai, as they emphasize speed, along with hit and run tactics. It's up to you kids, though. Thanks for your help.
Stats are as follows, with my suggestions for changes in italics.
Hit die: d10 I'd drop this to a d8 if the class gets overpowered.
Class Skills: Balance, Climb, Craft, Hide, Intimidate, Intuit Direction (stupid 3.0 setting), Jump, Listen, Move Silently, and Wilderness Lore (again). I'd drop Intuit Direction and Wilderness Lore in favor of Survival, and maybe add Spot as a class skill. Maybe Perfom(dance).
Skill points per level: 4 + Int as normal.
Proficiences: All simple weapons, and never are profiecent with swords. Algai'd'siswai despise swords, and will generally not even touch them. For this reason, Algai'd'siswai gain no experience in encounters in which they use a sword. I'd add the shortbow to this, as they commonly use shortbows in the book series.
Algai'd'siswai do not wear armor and do not start with armor proficencies. When wearing armor, an Algai'd'siswai loses all class abilites and no experience points. They are profiecent with bucklers, however. I'd leave this as is, but see below
Side note: This game uses the defense bonus as a standard rule. It's in Unearthed Arcana as a variant, for those who aren't familar with the rule. Basically, it's a static bonus to your AC that you can get in place of armor. For this class it works, but since we're not going to be using that rule, I'd like adapt the class. Hence the post. I'm tinkering with the idea of working an AC bonus similar to the monk's. (This is where I need feedback.)
Base attack: As fighter
Saves: As rogue
Class features:
1st: Fast Movement +10 ft., Weapon Focus(shortspear)
2nd: Dance the Spears (+2)
3rd: Uncanny Dodge
4th: Stealthy Movement
6th: Improved Uncanny Dodge
8th: Dance the Spears (+4)
12th: Uncanny Dodge (+2 against traps) This is okay, but at 12th level, I'm not sure how effective it will be.
14th: Dance the Spears (+6)
20th: Dance the Spears (+8 )
Dance the Spears: The Algai'd'siswai fighting style emphasizes speed, agility manuverability, and reflexes. At second level, an Algai'd'siswai recieves a +2 bonus on iniative checks. This bonus increases to +4 at 8th level, +6 at 14th level, and +8 at 20th level.
This is a fun feature, but I think it may be spaced out a little too much. Extaordinary or supernatural?
Stealthy Movement: Algai'd'siswai may add their reflex save to all Move Silently and Hide checks.
I'm not sure how over or underpowered this is. My guess is over. Extraordinary or supernatural?
---
So that's the class, as writen. I'd say it's a little underpowered, but I'm not sure how to make it more effective. My first thoughts are some sort of AC bonus to offset the lack or armor, maybe bonuses to shortspear attack/damage or the skirmish class feature. Actually, I like the idea of Skrirmish for the Algai'd'siswai, as they emphasize speed, along with hit and run tactics. It's up to you kids, though. Thanks for your help.