wayfare
2012-04-09, 08:28 PM
Hey All:
I am running a 3.5 game that centers around a martial arts tournament, and I wanted to create a class that was half rogue and half martial adept. Here is my first attempt at this -- please healp me fill out the edges!
Goals:
1) Create a class that can function as a rogue, but also have major combat abilities.
2) Create a class that uses maneuvers as accents to the innate combat style. I want the class to be able to stand on its own in combat, but to have maneuvers that complement its natural abilities.
3) Create a class that is competitive with the Crusader and Warblade, tier 3ish.
THE DERVISH
Hit Die: d8
Skill Points: 6 + Intelligence Modifier
Trained Skills: Appraise, Balance, Bluff, Climb, Concentration, Diplomacy, Disable Device, Escape Artist, Hide, Jump, Listen, Move Silently, Search, Sleight of hand, Spot, Tumble
Weapon Proficiency: The Dervish is proficient with all simple weapons, as well as the handaxe, kukri, longsword, rapier, scimitar, and falchion.
Armor Proficiency: The Dervish is proficient with Light Armor and Light Shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known|
1st|
+0|
+0|
+2|
+0|Uncanny Dodge, Opportunistic Strike (Damage Boost)|3|2|0|
2nd|
+1|
+0|
+3|
+0|Mobility +5, Trapfinding|3|2|1|
3rd|
+2|
+1|
+3|
+1|Evasion|4|2|1|
4th|
+3|
+1|
+4|
+1|Nimble Offense|4|2|1|
5th|
+3|
+1|
+4|
+1|Mobility +10|4|3|1|
6th|
+4|
+2|
+5|
+2|Improved Uncanny Dodge|5|3|1|
7th|
+5|
+2|
+5|
+2|Opportunistic Strike (Max Damage)|5|3|2|
8th|
+6/+1|
+2|
+6|
+2|Mobility +15|5|3|2|
9th|
+6/+1|
+3|
+6|
+3|Decisive Parry|6|4|2|
10th|
+7/+2|
+3|
+7|
+3|Nimble Defense|6|4|2|
11th|
+8/+3|
+3|
+7|
+3|Mobility +20|6|4|2|
12th|
+9/+4|
+4|
+8|
+4|Improved Evasion|6|4|3|
13th|
+9/+4|
+4|
+8|
+4|Opportunistic Strike (Enhanced Critical)|7|5|3|
14th|
+10/+5|
+4|
+9|
+4|Mobility +25|7|5|3|
15th|
+11/+6/+1|
+5|
+9|
+5|Through the Joints|8|5|3|
16th|
+12/+7/+2|
+5|
+10|
+5|Nimble Critical|8|5|3|
17th|
+12/+7/+2|
+5|
+10|
+5|Mobility +30|8|5|4|
18th|
+13/+8/+3|
+6|
+11|
+6|Improved Decisive Parry|9|6|4|
19th|
+14/+9/+4|
+6|
+11|
+6|Opportunistic Strike (Mortal Blow)|9|6|4|
20th|
+15/+10/+5|
+6|
+12|
+6|Alacrity|9|6|4|[/table]
Description: A vanguard without compare, delivering death and dancing away in the blink of an eye; A swift footed scout, harrying the foe to create confusion among the enemy; A nimble assassin, striking a mortal blow and vanishing into the night – each of these warriors is a Dervish, a lightning-fast adept who fights with superior power and precision.
Part rogue, part warrior, the Dervish is an adaptable combatant at home on the front lines or in the deepest shadows. At the core of this adaptability is a rigorous training regimen that focuses on speed and perception. The Dervish moves swiftly, but matches this speed with a keen awareness of her surroundings – every acrobatic flip, every tumbling dash is calculated to inflict precise and deadly trauma upon the foe.
In combat, the Dervish is often the first fighter to leap into the fray, taking advantage of Opportunistic Strike and Mobility to attack a foe and slip out before a retaliatory strike can be made. The Dervish receives few martial maneuvers, and is best served by choosing maneuvers that complement her unique fighting style. For a Dervish who wants to take advantage of speed, Desert Wind allows for spectacular charges that can easily be followed by Mobility assisted withdrawal. A Dervish who wants to maximize the damage inflicted by Opportunistic Strike might rely heavily on Shadow Hand. Diamond Mind benefits both approaches, and is useful for the Dervish who wants to keep her options open.
Martial Maneuvers (Ex): The Dervish begins her career with knowledge of a small number of Martial Maneuvers. With an emphasis on speed and precision, the Dervish can choose Martial Maneuvers from the following Disciplines: Desert Wind, Diamond Mind, and Shadow Hand.
Once you know a maneuver, you must ready it before you can use it. Maneuvers used by a Dervish are considered Extraordinary abilities, are not effected by spell resistance, and do not trigger attacks of opportunity when initiated -- unless otherwise listed in the maneuver description.
Upon reaching 6th level, and every even level thereafter, the Dervish can choose to “forget” a previously known martial maneuver and learn a new maneuver, as long as you meet the prerequisites for that new maneuver. You can only swap a single maneuver at each opportunity.
Maneuvers Readied: A Dervish prepares his maneuvers by engaging in intense meditative kata. These ritualized movements are often very dynamic, but also incredibly precise – a gravity defying leap turns into a precise series of blows that flow into a long roll…acrobatics, war, and meditation combined in one effort, the Kata of a Dervish are physical challenge that even the sturdiest of warriors will find exhausting. Oddly enough, a Dervish is revitalized by her exertions, ready to bring her formidable powers to bear.
Dervish Kata take 5 minutes from beginning to end. When completed, the Dervish has “memorized” his maneuvers and can bring them to bear in battle. A Dervish can ready two of her three known maneuvers at level 1. As the Dervish gains levels, she can ready more Maneuvers. If the Dervish wants to “swap out” maneuvers, she can do so at any point by taking 5 minutes to perform Kata.
Each Maneuver you ready can be initiated once per encounter. When the Dervish lands a critical hit or reduces an opponent to 0 hp, she regains the use of one initiated maneuver.
Uncanny Dodge (Ex): Starting at 1st level, a Dervish can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Opportunistic Strike -- Damage Boost (Ex): If a Dervish can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Dervish deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Dervish flanks her target. This bonus damage is equal to the Dervish’s Intelligence Modifier.
Mobility (Ex): A Dervish of 2nd level moves with masterful grace, a speed that verges on the supernatural. During the Dervish’s turn, she may follow any one action up with a 5 foot step – moving in this way is not an action in itself. At 5th, 8th, 11th 14th, and 18th level this bonus movement increases by 5 feet.
A Dervish gains no benefit from this class feature if he is using medium or heavier armor or shields.
Trapfinding (Ex): A Dervish of 2nd level or higher can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
A Dervish can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Dervish who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 3rd level and higher, a Dervish can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Dervish is wearing light armor or no armor. A helpless Dervish does not gain the benefit of evasion.
Nimble Offense (Ex): A Dervish of 4th level can capitalize on an ally’s successful attack to deliver a telling strike. Once per round, when an opponent rakes damage from an ally’s attack, the Dervish may make an attack of opportunity against that opponent. Even if the Dervish has the ability to make multiple attacks of opportunity in a round, Nimble Offense may still only be used once per round.
Improved Uncanny Dodge (Ex): A Dervish of 6th level or higher can no longer be flanked. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Opportunistic Strike – Max Damage (Ex): A Dervish of 7th level can deliver powerful attacks with her Opportunistic Strike. When a Dervish hits with an Opportunistic strike, that attack inflicts maximum damage.
Decisive Parry (Ex): A Dervish of 9th combines incredible speed with brilliant precision to turn aside mortal blows. A Dervish with this feature has a 50% chance of canceling a critical hit that strikes her. A Dervish who is immobilized or helpless does not gain the benefits of Decisive Parry.
Nimble Defense (Ex): The Dervish of 10th level uses speed and skill to interpose enemies in the way of attacks. The first time a Dervish inflicts damage with Opportunistic Strike in a turn, she adds her Intelligence modifier to her AC until the beginning of her next turn.
Improved Evasion (Ex): A Dervish of 12th level takes half damage on a failed reflex save and no damage on a successful reflex save. A helpless Dervish does not benefit from this ability.
Opportunistic Strike – Enhanced Critical (Ex): When a Dervish of 13th level makes an Opportunistic Strike, her critical threat range is increased by 2 for the purpose of that attack. This effect stacks with feats like Improved Critical or weapon enchantments like the Keen enhancement.
Through the Joints (Ex): All creatures have weak points, areas where a precise strike can deal a mortal blow. A Dervish of 15th level can find these weak spots with incredible ease, allowing her to damage enemies that are otherwise immune to harm.
When a Dervish inflicts damage upon an enemy, reduce any DR possessed by the enemy by the Dervish’s Intelligence modifier.
Nimble Critical (Ex): A Dervish of 16th level strikes with such speed and precision that her attacks are certain to kill. A Dervish automatically confirms any critical hits made.
Improved Decisive Parry (Ex): A Dervish of 18th level can faultlessly turn aside powerful attacks, gaining 100% immunity to critical hits. An immobilized or helpless Dervish does not gain the benefits of Improved Decisive Parry.
Opportunistic Strike – Mortal Blow (Ex): When a Dervish of 19th level hits with an Opportunistic Strike, she inflicts 2 points of damage to any of the targets physical ability scores. This ability damage heals at a rate of 1 point per day.
Alacrity (Ex): At the peak of her abilities, a Dervish can move with such grace and precision that the world seems to stand still. Three times per day, a Dervish of 20th level can take an additional standard action in a round.
I am running a 3.5 game that centers around a martial arts tournament, and I wanted to create a class that was half rogue and half martial adept. Here is my first attempt at this -- please healp me fill out the edges!
Goals:
1) Create a class that can function as a rogue, but also have major combat abilities.
2) Create a class that uses maneuvers as accents to the innate combat style. I want the class to be able to stand on its own in combat, but to have maneuvers that complement its natural abilities.
3) Create a class that is competitive with the Crusader and Warblade, tier 3ish.
THE DERVISH
Hit Die: d8
Skill Points: 6 + Intelligence Modifier
Trained Skills: Appraise, Balance, Bluff, Climb, Concentration, Diplomacy, Disable Device, Escape Artist, Hide, Jump, Listen, Move Silently, Search, Sleight of hand, Spot, Tumble
Weapon Proficiency: The Dervish is proficient with all simple weapons, as well as the handaxe, kukri, longsword, rapier, scimitar, and falchion.
Armor Proficiency: The Dervish is proficient with Light Armor and Light Shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known|
1st|
+0|
+0|
+2|
+0|Uncanny Dodge, Opportunistic Strike (Damage Boost)|3|2|0|
2nd|
+1|
+0|
+3|
+0|Mobility +5, Trapfinding|3|2|1|
3rd|
+2|
+1|
+3|
+1|Evasion|4|2|1|
4th|
+3|
+1|
+4|
+1|Nimble Offense|4|2|1|
5th|
+3|
+1|
+4|
+1|Mobility +10|4|3|1|
6th|
+4|
+2|
+5|
+2|Improved Uncanny Dodge|5|3|1|
7th|
+5|
+2|
+5|
+2|Opportunistic Strike (Max Damage)|5|3|2|
8th|
+6/+1|
+2|
+6|
+2|Mobility +15|5|3|2|
9th|
+6/+1|
+3|
+6|
+3|Decisive Parry|6|4|2|
10th|
+7/+2|
+3|
+7|
+3|Nimble Defense|6|4|2|
11th|
+8/+3|
+3|
+7|
+3|Mobility +20|6|4|2|
12th|
+9/+4|
+4|
+8|
+4|Improved Evasion|6|4|3|
13th|
+9/+4|
+4|
+8|
+4|Opportunistic Strike (Enhanced Critical)|7|5|3|
14th|
+10/+5|
+4|
+9|
+4|Mobility +25|7|5|3|
15th|
+11/+6/+1|
+5|
+9|
+5|Through the Joints|8|5|3|
16th|
+12/+7/+2|
+5|
+10|
+5|Nimble Critical|8|5|3|
17th|
+12/+7/+2|
+5|
+10|
+5|Mobility +30|8|5|4|
18th|
+13/+8/+3|
+6|
+11|
+6|Improved Decisive Parry|9|6|4|
19th|
+14/+9/+4|
+6|
+11|
+6|Opportunistic Strike (Mortal Blow)|9|6|4|
20th|
+15/+10/+5|
+6|
+12|
+6|Alacrity|9|6|4|[/table]
Description: A vanguard without compare, delivering death and dancing away in the blink of an eye; A swift footed scout, harrying the foe to create confusion among the enemy; A nimble assassin, striking a mortal blow and vanishing into the night – each of these warriors is a Dervish, a lightning-fast adept who fights with superior power and precision.
Part rogue, part warrior, the Dervish is an adaptable combatant at home on the front lines or in the deepest shadows. At the core of this adaptability is a rigorous training regimen that focuses on speed and perception. The Dervish moves swiftly, but matches this speed with a keen awareness of her surroundings – every acrobatic flip, every tumbling dash is calculated to inflict precise and deadly trauma upon the foe.
In combat, the Dervish is often the first fighter to leap into the fray, taking advantage of Opportunistic Strike and Mobility to attack a foe and slip out before a retaliatory strike can be made. The Dervish receives few martial maneuvers, and is best served by choosing maneuvers that complement her unique fighting style. For a Dervish who wants to take advantage of speed, Desert Wind allows for spectacular charges that can easily be followed by Mobility assisted withdrawal. A Dervish who wants to maximize the damage inflicted by Opportunistic Strike might rely heavily on Shadow Hand. Diamond Mind benefits both approaches, and is useful for the Dervish who wants to keep her options open.
Martial Maneuvers (Ex): The Dervish begins her career with knowledge of a small number of Martial Maneuvers. With an emphasis on speed and precision, the Dervish can choose Martial Maneuvers from the following Disciplines: Desert Wind, Diamond Mind, and Shadow Hand.
Once you know a maneuver, you must ready it before you can use it. Maneuvers used by a Dervish are considered Extraordinary abilities, are not effected by spell resistance, and do not trigger attacks of opportunity when initiated -- unless otherwise listed in the maneuver description.
Upon reaching 6th level, and every even level thereafter, the Dervish can choose to “forget” a previously known martial maneuver and learn a new maneuver, as long as you meet the prerequisites for that new maneuver. You can only swap a single maneuver at each opportunity.
Maneuvers Readied: A Dervish prepares his maneuvers by engaging in intense meditative kata. These ritualized movements are often very dynamic, but also incredibly precise – a gravity defying leap turns into a precise series of blows that flow into a long roll…acrobatics, war, and meditation combined in one effort, the Kata of a Dervish are physical challenge that even the sturdiest of warriors will find exhausting. Oddly enough, a Dervish is revitalized by her exertions, ready to bring her formidable powers to bear.
Dervish Kata take 5 minutes from beginning to end. When completed, the Dervish has “memorized” his maneuvers and can bring them to bear in battle. A Dervish can ready two of her three known maneuvers at level 1. As the Dervish gains levels, she can ready more Maneuvers. If the Dervish wants to “swap out” maneuvers, she can do so at any point by taking 5 minutes to perform Kata.
Each Maneuver you ready can be initiated once per encounter. When the Dervish lands a critical hit or reduces an opponent to 0 hp, she regains the use of one initiated maneuver.
Uncanny Dodge (Ex): Starting at 1st level, a Dervish can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Opportunistic Strike -- Damage Boost (Ex): If a Dervish can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Dervish deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Dervish flanks her target. This bonus damage is equal to the Dervish’s Intelligence Modifier.
Mobility (Ex): A Dervish of 2nd level moves with masterful grace, a speed that verges on the supernatural. During the Dervish’s turn, she may follow any one action up with a 5 foot step – moving in this way is not an action in itself. At 5th, 8th, 11th 14th, and 18th level this bonus movement increases by 5 feet.
A Dervish gains no benefit from this class feature if he is using medium or heavier armor or shields.
Trapfinding (Ex): A Dervish of 2nd level or higher can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
A Dervish can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A Dervish who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 3rd level and higher, a Dervish can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Dervish is wearing light armor or no armor. A helpless Dervish does not gain the benefit of evasion.
Nimble Offense (Ex): A Dervish of 4th level can capitalize on an ally’s successful attack to deliver a telling strike. Once per round, when an opponent rakes damage from an ally’s attack, the Dervish may make an attack of opportunity against that opponent. Even if the Dervish has the ability to make multiple attacks of opportunity in a round, Nimble Offense may still only be used once per round.
Improved Uncanny Dodge (Ex): A Dervish of 6th level or higher can no longer be flanked. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Opportunistic Strike – Max Damage (Ex): A Dervish of 7th level can deliver powerful attacks with her Opportunistic Strike. When a Dervish hits with an Opportunistic strike, that attack inflicts maximum damage.
Decisive Parry (Ex): A Dervish of 9th combines incredible speed with brilliant precision to turn aside mortal blows. A Dervish with this feature has a 50% chance of canceling a critical hit that strikes her. A Dervish who is immobilized or helpless does not gain the benefits of Decisive Parry.
Nimble Defense (Ex): The Dervish of 10th level uses speed and skill to interpose enemies in the way of attacks. The first time a Dervish inflicts damage with Opportunistic Strike in a turn, she adds her Intelligence modifier to her AC until the beginning of her next turn.
Improved Evasion (Ex): A Dervish of 12th level takes half damage on a failed reflex save and no damage on a successful reflex save. A helpless Dervish does not benefit from this ability.
Opportunistic Strike – Enhanced Critical (Ex): When a Dervish of 13th level makes an Opportunistic Strike, her critical threat range is increased by 2 for the purpose of that attack. This effect stacks with feats like Improved Critical or weapon enchantments like the Keen enhancement.
Through the Joints (Ex): All creatures have weak points, areas where a precise strike can deal a mortal blow. A Dervish of 15th level can find these weak spots with incredible ease, allowing her to damage enemies that are otherwise immune to harm.
When a Dervish inflicts damage upon an enemy, reduce any DR possessed by the enemy by the Dervish’s Intelligence modifier.
Nimble Critical (Ex): A Dervish of 16th level strikes with such speed and precision that her attacks are certain to kill. A Dervish automatically confirms any critical hits made.
Improved Decisive Parry (Ex): A Dervish of 18th level can faultlessly turn aside powerful attacks, gaining 100% immunity to critical hits. An immobilized or helpless Dervish does not gain the benefits of Improved Decisive Parry.
Opportunistic Strike – Mortal Blow (Ex): When a Dervish of 19th level hits with an Opportunistic Strike, she inflicts 2 points of damage to any of the targets physical ability scores. This ability damage heals at a rate of 1 point per day.
Alacrity (Ex): At the peak of her abilities, a Dervish can move with such grace and precision that the world seems to stand still. Three times per day, a Dervish of 20th level can take an additional standard action in a round.