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Kail_Traeganni
2012-01-31, 08:42 PM
Concept: The Heavenly Weapons are those who forge themselves in the fires of raw positive energy to destroy evil. Those who follow this path become weapons as powerful and versatile as any artifact of old. They empty hands and pockets, yet their bodies become deadly and fortified by faith alone. As they grow in power, their skin become as if metal, and their eyes shine holy radiance. When their time comes, they shall become weapons in form, function and name, wielded by the great and the worthy.

http://cdn.okccdn.com/php/load_okc_image.php/images/0x0/0x0/0/10198267241296718568.jpeg___1_500_1_500_cb94de6a_. png


Role: Heavenly Weapons gain the power of weapon enhancements on their very selves. As such they are potent foes in combat, and can have a wide array of enhancement-based abilities.

Alignment: Any Good

Special: Under effect of the Vow of Poverty (as in Book of Exalted Deeds), does not gain its benefits, breach of vow (or alignment) causes loss of abilities and requires atonement. A Heavenly Weapon furthermore cannot take the leadership feat or attract any followers, cohorts, or mounts. A Heavenly Weapon fights with only faith and body, naught else. A Heavenly Weapon cannot lie or take ranks in Bluff, though a Heavenly Weapon is hardly forced to answer questions either - and if necessary may tell a misleading truth.

Hit Die: d8.

Class Skills: The weapon's class skills are Escape Artist (Dex), Intimidate (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Move Silently (Dex), Spot (Wis), Listen (Wis).
Skill Ranks per Level: 4 + Int modifier.


The Weapon of Heaven
{table=head]Level|BAB|Fort|Ref|Will|Special |
Flurry of Blows|
Unarmed Damage|
AC Bonus|
Holy Enhancement Bonus

1st|+0|+2|+2|+2| Strength by Faith, flurry of blows, unarmed strike, stunning fist|
-2/-2|
1d6|
+0|
+0

2nd|+1|+3|+3|+3|Bonus feat |
-1/-1|
1d6|
+0|
+1

3rd|+2|+3|+3|+3|Partial Negation|
+0/+0|
1d6|
+0|
+1

4th|+3|+4|+4|+4| Path Feature |
+1/+1|
1d8|
+1|
+1

5th|+3|+4|+4|+4| Weapon Body |
+2/+2|
1d8|
+1|
+2

6th|+4|+5|+5|+5|Bonus feat|
+3/+3|
1d8|
+1|
+2

7th|+5|+5|+5|+5| Sanctify Power |
+4/+4|
1d8|
+1|
+2

8th|+6/+1|+6|+6|+6| Path Feature |
+5/+5/+0|
1d10|
+2|
+3

9th|+6/+1|+6|+6|+6|True Negation|
+6/+6/+1|
1d10|
+2|
+3

10th|+7/+2|+7|+7|+7|Bonus feat, Weapon Mind |
+7/+7/+2|
1d10|
+2|
+3

11th|+8/+3|+7|+7|+7| Anystrike |
+8/+8/+8/+3|
1d10|
+2|
+4

12th|+9/+4|+8|+8|+8| Path Feature |
+9/+9/+9/+4|
2d6|
+3|
+4

13th|+9/+4|+8|+8|+8| Cut Space |
+9/+9/+9/+4|
2d6|
+3|
+4

14th|+10/+5|+9|+9|+9|Bonus feat|
+10/+10/+10+/5|
2d6|
+3|
+5

15th|+11/+6/+1|+9|+9|+9| Weapon Soul |
+11/+11/+11/+6/+1|
2d6|
+3|
+5

16th|+12/+7/+2|+10|+10|+10| Path Feature |
+12/+12/+12/+7/+2|
2d8|
+4|
+5

17th|+12/+7/+2|+10|+10|+10|Eternal Weapon |
+12/+12/+12/+7/+2|
2d8|
+4|
+6

18th|+13/+8/+3|+11|+11|+11|Bonus feat|
+13/+13/+13/+8/+3|
2d8|
+4|
+6

19th|+14/+9/+4|+11|+11|+11| Gaze of the Sun |
+14/+14/+14/+9/+4|
2d8|
+4|
+6

20th|+15/+10/+5|+12|+12|+12| Weapon of Heavenly Glory |
+15/+15/+15/+10/+5|
2d10|
+5|
+7

[/table]


Class Features:

Weapon and Armor Proficiency: Heavenly Weapons do not use "mundane, lesser weapons or armor." The Heavenly Weapons are not proficient with any weapons, armor or shields.

When willingly wearing armor, using a shield or weapon, carrying a medium or heavy load, or riding a mount, the Heavenly Weapon loses all abilities, bonuses and benefits from this class.

AC Bonus (Ex): When unarmored and unencumbered, the Heavenly Weapon adds his Wisdom bonus (if any) to his AC. In addition, a Heavenly Weapon gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four HW levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the weapon is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): Starting at 1st level, a Heavenly Weapon can make a flurry of blows as a full-attack action. When doing so he may make additional attacks using unarmed strikes with penalties as shown.
A HW applies his full Wisdom bonus to his damage rolls for all successful attacks made with flurry of blows. A HW may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A HW may only use flurry of blows with one-handed unarmed strikes. A HW with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Strength by Faith (Ex): A Heavenly Weapon gets the Insightful Strike feat for free regardless of prerequisites: he uses his wisdom modifier for melee attack rolls and bonus damage, replacing strength. He still uses strength for grappling, bull rushing, overrunning, jumping, climbing, swimming, carrying loads, etc.

Unarmed Strike: At 1st level, a Heavenly Weapon gains Improved Unarmed Strike as a bonus feat. A HW's attacks may be with fist, elbows, knees, and feet. This means that a HW may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a HW striking unarmed. A HW may thus apply his full Wisdom bonus on damage rolls for all his unarmed strikes.

Usually a HW's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A HW's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Heavenly Weapon may, if his hands are free, clasp them together and deliver strikes with his two-hand fist or either elbow that deliver the full power of both arms, treating these attack as being made by a heavy two-handed weapon doing damage equal to 1.5x the damage of a single fist (a fourth level weapon would do 1d8+1d4, a weapon of 20th level do 3d10). A HW may use 1.5x his Wisdom modifier as a damage bonus. A HW cannot use these powerful strikes in conjunction with Flurry of Blows as they are slower to deliver.

Unarmed Enhancement (Ex): At 2nd level and beyond, the weapon gains an sacred enhancement bonus, and is treated as having Weapon Focus (unarmed strike). This bonus may go to attack rolls or become any equivalent special weapon ability, and this decision is made by the Heavenly Weapon only once every 24 hours. A HW may choose to suppress or activate the effects of his chosen enhancements on any given part of his body as a free action. A HW cannot select enhancements inappropriate to alignment, such as Unholy, Bane (good outsiders), Anarchic if the HW is Lawful Good, or Axiomatic if the weapon is Chaotic Good. Other enhancements that may not be "good," such as vicious, are left to DM discretion.

The DM should encourage players of this class to be creative with how weapon enhancements work when applied to a whole body. Below is a list of how certain enhancements might work (some may have to be more expensive than they'd be for a figher's sword). A dancing weapon self-animates and hovers around without apparent locomotion- so a weapon, already being animate, gains the power of gravity defying self-locomotion and can take to the skies.


Altered Enhancement Effects
{table=head]Name|Old Effect|New Effect

Dancing Weapon|Throw held weapon to fight on own|Gain Fly speed 100ft (perfect)

Ghost Touch|Weapon is insubstantial/substantial at advantage|Always hit incorporeal creatures

Brilliant Energy|Weapon bypasses all inanimate matter|HW is insubstantial or substantial at advantage, bypass all forms of damage reduction. Cannot be grappled unless grappled by a ghost touch grappling mechanism, even if engaged in a grapple with a material or incorporeal creature. Cost is +5 bonus

Throwing|Throw held weapon 10 ft|*Aurorum Shifters only: Throw part of self extra 10 ft from reach, must also purchase returning ability

Speed|Make 1 extra attack in a full attack| Benefit as if constant haste spell on self

Teleporting|Thrown weapon teleports back into hand|Gain teleport half current land (or, if available, fly) speed as alternate move action, cost is +2

Sundering|Grants Improved Sunder to wielder|Improved Sunder, add WIS modifier to sundering-related checks, bypass 2*WIS Hardness, cost is +2

[/table]

Only Adamantine Juggernauts can choose defending. Only Solarian Slayers can choose Vorpal. Merciful and Ki Focus are unusable/irrelevant.


Bonus Feat: At first level the Heavenly Weapon is granted Stunning Fist. At 2nd level, and every 4 levels thereafter, a HW may select a bonus feat. The HW must meet the requirements of these feats, though any strength-based requirement the weapon can use his wisdom statistic to qualify for.

Partial Negation (Ex): At 3rd level, a HW can avoid damage from many area-effect attacks. If a HW makes a successful Fortitude, Reflex, or Will saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless HW does not gain the benefit of partial negation if the save is Reflex-based.

Path Feature: At 4th Level Heavenly Weapon must choose the path of Adamantine Stoicism, Aurorum Glory, or Solarian Wrath. Heavenly Weapons begin their transformation towards becoming a material weapon, and must choose their material. All bonuses and abilities gained by Path are extraordinary (Ex).

Adamantine Juggernaut: The path of endurance, Adamantine Juggernauts gain successive abilities to withstand great assaults and plow through opponents.

4th level: Improved Bull Rush for free, add CON to all STR-based checks
8th level: DR 3/-, Endurance,
12th level: Diehard and Improved Overrun for free
16th level: DR (10+CON)/- ; Diehard


Aurorum Shifter: The path of adaptation, Aurorum Shifters gain the ability to reshape themselves for advantage in combat and self-healing.

4th level: Gain improved grapple feat for free, +INT to grapple checks
8th level: Gain double natural reach
12th level: Grapple checks vs. multiple opponents separately
(you can spin off wires from yourself to snag/pin/choke opponents)
16th level: Fast Healing = INT modifier


Solarian Slayer: The path of fury, Solarian Slayer gain enhancements to the frequency and power of their critical hits.

4th level: Base threat range becomes 18-20
8th level: crit multiplier x3
12th level x4, critical hits automatically confirmed
16th level Add 1/2 DEX modifier to threat range (after, not before, effect of Keen, Improved Critical, etc)


Weapon Body (Ex): At 5th level, a Heavenly Weapon gains immunity to all poisons and diseases, including supernatural and magical diseases.

Sanctify Power (Su): At 7th level or higher, the Heavenly Weapon can sanctify and use the power of evil weapons, armor, or wondrous items he destroys. A HW automatically recognizes all such items and weapons, and is compelled to destroy them. If a HW sunders an item with evil powers (DM discretion advised), such as a weapon with the unholy enhancement, a weapon with Bane (good outsiders), any item produced using souls or liquid pain to replace XP cost, a Wand of Unholy Smite, Demon Armor, a cursed item such as the Mace of Blood (http://www.d20srd.org/srd/magicItems/cursedItems.htm#maceofBlood) etc, he gains 1\2 the gp value (round up) of that item as a pool of gp equivalent (is not gp and cannot be spent otherwise) to swap for special abilities of equivalent values, be they weapon, armor, or wondrous. Sundering evil artifacts on the other hand, a very difficult task, allows choosing to gain the abilities of a good artifact of equivalent power. The abilities purchased with this pool may be un-bought and new abilities picked every week, or immediately after sundering an evil item. Should he choose armor abilities with price in bonus, subsequent abilities will be more expensive as per armor expense progression. He cannot choose weapon enhancements with cost in bonus, only enhancements with cost in gp. Furthermore, the entire HW is treated as one slot regarding worn magic items, and adding multiple abilities to the same "slot" becomes more expensive as in this table. (http://www.dandwiki.com/wiki/SRD:Creating_Magic_Items)
A HW can also elect to spend the gp pool on wands and staff to gain their contained abilities as supernatural abilities, and does not have to make an Use Magic Device check to use them- however, this decision is irreversible once a charge is used, and the gp sunk into these charged abilities cannot be regained after all charges are spent. Eternal Wands, of course, do not have this restriction. A HW can only have one "wand" at a given time, though at DM discretion the wand could have a total charges divided into charges for various spells.

An example: Fiona, an 8th level Heavenly Weapon, sundered a +1 unholy longsword worth 18,315 gp. She gains 9,158 gp in her pool for buying abilities. She could then gain light fortification for 1000, and +2 Wisdom as if wearing a Periapt of Wisdom for 4000. She wants feather falling too, but that's adding an ability to herself as a magic item. So feather falling will cost not 2,200, but 2,200*1.5 or 3,300,She has 1,015 left and decides to gain the effects of having a Wand of Enlarge Person (50 charges) for 750, and saves the rest of her pool.

True Negation (Ex): At 9th level, a HW can fully negate attacks he resists. He now not only avoids damage but also secondary effects on a successful saving throw against attacks, and henceforth he takes only half damage and secondary effects on a failed save. He still does not gain this benefit even if the save is Reflex and the HW is helpless.

Weapon Mind (Ex): A HW of 10th level or higher gains his Wis modifier as a sacred bonus on all saving throws.

Anystrike (Ex): At 11th level, a HW may choose whether his unarmed attacks are slashing, bludgeoning, or piercing damage. He makes this decision at the start of his round.

Cut Space (Su): At 13th level, a HW can cut the fabric between spaces and step through, as if using the spell dimension door. A HW can use this ability a number of times per day equivalent to his Wisdom modifier. The HW can spend two of his daily uses for this to be a move action.

Weapon Soul (Ex): At 15th level, a HW gains spell resistance equal to 5+ his current HW level + WIS modifier. In order to affect the HW with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the HW's spell resistance.

Eternal Weapon (Ex): At 17th level, a HW no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the HW still dies of old age when his time is up.

Gaze of the Sun (Su): A Heavenly Weapon of 19th level or higher gains a gaze attack only effective against evil creatures. The HW may allow the positive energy at the root of his power to burst forth through his eyes, forcing the undead and evil outsiders to make a Reflex save against instant destruction (DC 15 + WIS) or be disintegrated, as the spell. If the save is made, or the being is evil but not an outsider or undead, 4d8 + Wis damage and the shaken effect result instead.

Weapon of Heavenly Glory (Ex): At 20th level, a Heavenly Weapon becomes a living weapon of his chosen material. He is forevermore treated as a native outsider and a construct rather than as a humanoid (or whatever the HW's creature type was) for the purpose of spells and magical effects. He also gains the good (and, if aligned so, lawful or chaotic) subtypes. Unlike other outsiders and constructs, the weapon can still be brought back from the dead as if he were a member of his previous creature type. Unlike other constructs, a Living Weapon of Heaven is subject to mind-affecting abilities, is at risk of death from massive damage and is not destroyed at 0 hp, keeps his Constitution score and must make Fortitude saves. He must be repaired rather than healed however, though an Aurorum Shifter retains his fast healing. A 20th level Heavenly Weapon does not die of old age.

Weapon Shape (Ex): A 20th level Heavenly Weapon can, as a standard action, transform into the shape of any one melee weapon in his own size category or the categories above or below and be wielded, though he will only do this for extremely powerful good outsiders, and gods. Once his weapon form is chosen, his one weapon form is his only weapon form. In weapon form, each strike by the base attack bonus of the Heavenly Weapon's wielder does a full flurry of blows worth of damage by the Heavenly Weapon as only the damage type(s) appropriate to the weapon, with the wielder’s bonus for that hit of a flurry added to the HW's bonus for the hit within the flurry, and the HW’s sacred enhancement bonus. Damage has the HW's WIS modifier and the wielder's appropriate modifier (usually STR) added. (So on the first swing of Morwel, whose first attack BAB is +53, the flurry's fourth hit would have its +10 bonus, +53, +any enhancement not traded for equivalent special abilities). While in weapon form, the HW's sacred weapon enhancement abilities have only their normal effects, the HW retains his HP, and gains Hardness equivalent to AC + 2*DR.

Kail_Traeganni
2012-02-01, 01:57 AM
And now, this parking space reserved.

To answer questions,



Q: Can it fly?
A: Yes! It can fly from 14th level on, I note that applying the "Dancing Weapon" enhancement to the monks own self (as the monk is the weapon) allows the monk a fly speed of 100 (perfect). Of course, it costs +5 bonus, so the monk might want other things.

Q: Can it be insubstantial or material at convenience?
A: Yes! The monk can also be material or insubstantial at convenience for both defense and striking using Brilliant energy (cost of 4 bonus, so level 11 on).

Q: How badly does the class suffer from MAD?
A: I partially tried to fix MAD by giving the monk Intuitive Attack free so he can use Wis for melee rather than Str. In fact, ALL of this monks class abilities are about Wis and your path selection defines a secondary major attribute for you. From there on, Dex is useful for stealth, con for endurance, cha for social, int for skill-monkey, etc.

Q: How could this class engage a spellcaster of equivalent level?
A: One of the Path's (Aurorum) gives double reach + grappling and starting multiple grapples, which is great vs casters (so few spells can be cast while being grappled, and nothing if pinned). To reduce MAD in that path I make grapple checks adding Int bonus part of the bargain, so this monk should be able to subdue a few low-str casters at once.

Another idea, more for Solarians: [URL="http://www.dandwiki.com/wiki/SRD:Soulbreaker"]Soulbreaker, combined with the Solarian Path (18-20 base crit, x4, all crits confirm) and Keen Edge or Improved Critical (15-20) and then add DEX to threat (say its now 11-20) means a solarian monk of 16th level or higher should bestow a negative level every four hits. This will very quickly drain both caster level and spell slots available.

Q: How to optimize this class for crazy situations?
A: Just find the right weapon enhancement to do the job and if necessary figure out how that enhancement applies to a full body. Once you sunder some evil items, the whole range of wondrous items/rings/amulets/armor enhancements become open to you as well. If stealth is the game, a monk with silent moves/shadow armor enhancements and the brilliant energy weapon enhancement (insubstantial pass through walls) can do that well.



give praise to those who offer fixes,


GnomeGninjas: Gave teleportation, Made it possible for the monk to deliver two-handed unarmed blows. Though as a tradeoff they can't be used as part of a Flurry

rweird: Added table for changes in effects of weapon enhancements, lowered save DC of Gaze of the Sun, added elaboration on what could be sundered, added sundering enhancement (its one of the psionic ones) with an additional WIS bonus to sunder related checks and x2WIS bypassing hardness. Edited AC to go to +5 (good eye), changed Adamantine to battle tactics related rather than sunder related, made the monk qualify for his bonus feats (though using Wisdom wherever Strength would be required), removed Acrobatics


thanks to those who make insightful comments,
Thanks to:
GnomeGninjas, rweird

and slander the names of all trolls and spammers everywhere.

GnomeGninjas
2012-02-01, 01:33 PM
Looks better than normal monk but how can it go toe to toe with wizards? It can't fly, teleport,or escape a force cage. It can't even buy items to give it those abilities. Also it still has the bad base attack, MAD, low AC and low hit points problems of a normal monk.
EDIT: Cut space lets it escape force cage, didn't see that when I posted.

Kail_Traeganni
2012-02-01, 04:05 PM
FEATS: Because there simply ought to be more options.



Improved Cut Space [Heavenly Weapon]
Prerequisite: Cut Space Class feaute
Benefit:
Cut Space as a move action without spending two uses.



Heavenly Fist Series:

Humbling Striker [Tactical]
Piety wields you as a weapon to cut down the pride of the unrighteous.
Prerequisites: Good alignment, Wis 15, Stunning Fist, Improved Unarmed Strike, BAB +6

Benefit: The Humbling Striker feat allows the use of three tactical maneuvers:

Cower Before Glory: To use this maneuver, you must spend an use of Stunning Fist and declare the attack. If the attack hits, your foe must make a DC 10 + 1/2 character level + WIS Fortitude save or cower (save ends) A foe that makes his save is still shaken for WIS rounds. If your foe fails his save, and you have the Cleave feat, or Great Cleave feat, you may use Cower before Glory on an additional nearby enemy(ies) without continued spending of Stunning Fist.

Fall before Truth: To use this maneuver, you must spend an use of Stunning Fist and declare the attack. If the attack hits, your foe must make a DC 10 + 1/2 character level + WIS Reflex save or be knocked prone. A foe that makes his save is still staggered (save ends). If your foe fails his save, and you have the Cleave feat, or Great Cleave feat, you may use Cower before Glory on an additional nearby enemy(ies) without continued spending of Stunning Fist.

Acknowledge Shame: To use this maneuver, you must spend an use of Stunning Fist and declare the attack. If the attack hits, your foe must make a DC 10 + 1/2 character level + WIS Will save or be nauseated (save ends) by their misdeeds. A foe that makes his save is still sickened for WIS rounds. If your foe fails his save, and you have the Cleave feat, or Great Cleave feat, you may use Cower before Glory on an additional nearby enemy(ies) without continued spending of Stunning Fist.

Empowering Striker [Tactical]
The nobility you channel into your blows inspires your allies.
Prerequisites: Good alignment, Wis 15, Stunning Fist, Improved Unarmed Strike, BAB +6

Benefit: The Empowering Striker feat allows the use of three tactical maneuvers:

Heavenly Charge: To use this maneuver, you must make a charge, spend an use of Stunning Fist, and declare the attack. If the attack hits, all allies in a 30 ft radius get a +4 sacred bonus to attack rolls and +2 sacred bonus to damage rolls on all attacks made as part of a charge during their next WIS (yours) modifier rounds.

Kill Your Fear: To use this maneuver, you must spend an use of Stunning Fist and declare an attack against a character who is a source of fear to you or the group: a dragon, a blackguard, a spellcaster who has just cast a fear-based spell, etc. If the attack hits, the foe and its allies in a 30 foot burst are shaken (save ends), and your allies in a 30 foot burst gain a 5+WIS sacred bonus on saves versus fear for WIS modifier rounds.

Tide of Never-ending Dawn: To use this maneuver, you must spend an use of Stunning Fist and declare the attack. If the attack hits, your allies in a 60 foot burst act as under the effect of a haste spell for WIS modifier rounds.

Disciple of the Heavenly Fist[Tactical]
Your blows change the course of battles.
Prerequisites: Good alignment, Wis 19, Stunning Fist, Improved Unarmed Strike, Humbling Striker, Empowering Striker, BAB +8

Benefit: The Disciple of the Heavenly Fist feat allows the use of simultaneous tactical maneuvers:

Glory for the Righteous: You may spend a single Stunning Fist attempt to use "Cower Before Glory" and "Kill Your Fear" simultaneously

Annihilate the Unworthy: You may spend a single Stunning Fist attempt to use "Fall before Truth" and "Heavenly Charge" simultaneously

Sureness of Faith: You may spend a single Stunning Fist attempt to use "Tide of Never-ending Dawn" and "Acknowledge Shame" simultaneously

Master of the Heavenly Fist[Tactical]
Your blows resound in the heavens.
Prerequisites: Good alignment, Wis 21, Stunning Fist, Improved Unarmed Strike, Humbling Striker, Empowering Striker, Disciple of the Heavenly Fist, BAB +13

Benefit: The Master of the Heavenly Fist feat allows the use of one tactical maneuver:

Final Judgment of Righteousness: To use this maneuver, you must spend two uses of Stunning Fist and declare the attack. If the attack hits, your foe must make a DC 10 + 1/2 character level + WIS save (which save chosen by you before the attack) or die. A foe that makes his saves is still paralyzed for WIS rounds. If you have Cleave or Great Cleave, you can take 5-foot steps between strikes granted by your foe. This blow also has the effect of Awesome Blow on creatures hit.

GnomeGninjas
2012-02-04, 07:25 AM
You did fix more than I realised.:smallsmile:
I believe that the reasons unarmed fighting is considered underpowered compared to using a weapon is that you can't enchant unarmed strike (you fixed that) and that you can't use unarmed strikes two-handed for the x1.5 strength bonus to damage and the x2 benifit of power attack. Maybe at some level your unarmed strikes can count as two-handed weapons? For power attack.
Giving d10 hit points and full base attack would make it more powerful but I don't know if you need to.

rweird
2012-02-04, 09:33 AM
I think you should put a bonus feat list or say that you must meet the requirements. Also, give him Improved Sunder as a bonus feat, currently you need a Strength of 13 and to pay two feats to get the benefit of Sanctify Power unless you take Adamantine Stalwart though that means you can't get criticals x4 on a 10-20 or get Fast Healing and good grapple. Also, evil weapons, armor, and other such items are rather rare, Unholy is the only evil weapon enchantment that you can get in core. The difficulty of sundering magic weapons makes it quite hard to use that class feature. Gaze of the Sun is a bit to powerful in my opinion, a bit fiend has +20is to all saves, (What type of save is it anyways) assuming Wis of 18 base, +5 from level, +3 Inherent, +6 Enhancement, gives +11 (If you sundered enough evil weapons) so a Balor of Pit Fiend would pretty much need a natural 20 to survive. Cut space can help with the mobility problem but the Dancing is it only lasts for 4 rounds, can't take attacks of opportunity. Due to it can only attack someone next to you you can't really fly with it. Maybe make a table of enchantments that work differently. There are other items that allow flight or teleporting though the amount of money they cost would make it hard to get anything else. Acrobatics isn't a skill in 3.5 and the table for the bonus to AC only goes to +4 when it should go to +5.

Kail_Traeganni
2012-02-06, 05:11 PM
Starting to add feats, feel free to chip in!