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thornedroses
2010-02-11, 02:36 PM
Piercer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Piercing flurry +1, Sneak attack +1d6, Mobility

2nd|
+2|
+3|
+3|
+0|Fast movement, insightful strike

3rd|
+3|
+3|
+3|
+1|Keen Eye, Acrobatic charge

4th|
+4|
+4|
+4|
+1| Sneak attack +2d6

5th|
+5|
+4|
+4|
+1|Astonishing Flurry

6th|
+6|
+5|
+5|
+2|Piercing flurry +2

7th|
+7|
+5|
+2|
+2|Wear down the defense.

8th|
+8|
+6|
+2|
+2|Charging flurry

9th|
+9|
+6|
+3|
+3|Sneak attack 3d6

10th|
+10|
+7|
+7|
+3|Class Ability[/table]Graceful Execution

Class abilities:

Piercing flurry: When making a full attack A piercer may perform an additional attack at his highest base attack bonus, but all his attacks take a -2 penalty for that round.

Sneak attack: see the rogue class feature

Mobility: In light or no armor a Piercer gains the benefit of the mobility feat

Fast movement: At second level a Piercer's land speed increases by 10 feet when in light or no armor.
Insightful strike: A second level piercer adds her intelligence bonus in addition to her strength modifer to damage
Keen eye: Any weapon wielded by a third level piercer is treated as though it were a keen weapon

Acrobatic charge: A piercer of fifth level or higher can charge in situations that others may not. She may charge over difficult terrain that normally slows movement, or allies blocking her path. This ability allows her to charge down steep stairs, Leap down from a balcony, or tumble over tables to reach her target. Depending on the circumstances she may still need to make jump or tumble checks to move over the terrain.


Astonishing Flurry: A piercer of fifth level or higher who successfully hits with two or more of the attacks in her Flurry on a single target forces that target to make a will save (DC10 +piercers class level + piercers intelligence modifier) Or become dazed for 1 round per point of the piercers intelligence bonus.

Wear down the defense: A seventh level or higher piercer Who hits with at least two attacks in her flurry may treat the last attack as a touch attack.

Charging Flurry: an 8th level or higher piercer may make two attacks on a charge action.

Graceful Execution: a tenth level piercer may make double his normal number of attacks while executing a flurry: this ability is usable once per day.

REQUIREMENTS:

SKills: Tumble 8 ranks
Base attack bonus +5
feats: dodge, weapon Focus any piercing, Weapon finesse

Cataphract
2010-02-11, 02:58 PM
It's a duelist that advances sneak attack.

It has Rapid Strike, free Improved Critical with every weapon, a very strong daze mechanic, the charge version of Improved Spring Attack, and a capstone ability that is not properly worded/thought out.

Compared to a duelist, you lack the Int bonus to defense, your extra damage applies only to flat-footed/flanked opponents, you don't gain a bonus to initiative, and the awful deflect arrows feat (thank god).

In short, you have a supposed damage dealer who simply has an absurd number of attacks, little in the way of defense or reaction (but he does move around faster), and the daze attack is extremely powerful (a 5th level whatever/5th level of this with an average Int of +3, for every time two of his attacks connect, forces you to take a DC 18 will save (an average 10th level melee guy has a will save of around 10/3+3=+6 from levels and items and whatnot) or lose 3 rounds dazed. And even if they don't stack and they don't overlap, you'll keep on hitting him at least twice every other round, so probably this goes on indefinitely.

It loses a lot of interesting/useful abilities for a very powerful mechanic at 5th level.

It needs a lot of work, but first I must ask: What are you aiming for? Is it fluff? Some kind of mechanical advantage? A specific concept?