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View Full Version : Base Class: The Enforcer [P.E.A.C.H., W.I.P]



chrisrawr
2013-01-21, 08:18 AM
Foreword: Howdy folks! I'm here to bring you the Enforcer, a nod to the 2E fighter's more robust class features, with a 3.5 martial flavour. It draws inspiration from 4 archetypes: Bandits (Chaotic and Charismatic), Bodyguards (Lawful and Stoic), Mercenaries (Chaotic and Cunning), and Soldiers (Lawful and Loyal). It makes use of the Profession skill as a lever to adjust how you want to play. Bandits and Soldiers gain a form of Leadership and Fame, while Mercenaries and Bodyguards gain situational bonuses towards guarding and tracking targets. Regardless, you should be able to feel like playing the archetypes is natural, fun, and enriching in your fantasy world.

The goal isn't necessarily to fix the fighter, or produce another martial class. The goal is to make something that any world or game can incorporate as a sort of baseline for the various un-specialized fighters that fill in the day-to-day stuff. They're hopefully balanced around Tier 3, but can easily become Tier 4 or 5 if you'd like to take off maneuvers or tone down their Archetypes in order to create less 'extraordinary' militias and bandits.


The Enforcer Base Class

GAME RULE INFORMATION
Enforcers are martial characters intended to engage targets mainly from afar, swapping effortlessly to engage in melee should it become necessary. Enforcers operate best in groups, similar to Legions or Bands, of other Enforcers.

Abilities:The Enforcer's most most important ability score varies depending on the Archetype chosen; Cha for Bandits, Con for Bodyguards, Wis for Mercenaries, and Int for Soldiers. Str, Dex, and Con are otherwise equally important as you are a martial character.

Alignment: Enforcers are either Lawful or Chaotic, according to their Archetype. Breaking this alignment restriction has various penalties depending on the Archetype chosen.

Races: Enforcers are standard in all races wishing to have competitive militaries, bodyguards, or gladiators. Enforcers can be found all over the world.

Design Notes:
The enforcer is intended to replace the Fighter in most campaigns. If not making use of Archetypes, grant them 4 skill points per level, and the Warblade's martial maneuvers instead.


In-Game Statistics
Hit Die: D10

Starting Age: As Fighter

Starting Gold: As Fighter

The Enforcer
Table: Enforcer
{table=head]Level|BAB|Fort|Ref|Will|
Special|
Maneuvers Known|
Maneuvers Readied|
Stances Known

1st|
+1|
+2|
+0|
+2| Bonus Fighter Feat, Rank and File| 2 | 1 | 1

2nd|
+2|
+3|
+0|
+3| Bonus Fighter Feat, |2 | 1 | 1

3rd|
+3|
+3|
+1|
+3| |3 | 1 | 1

4th|
+4|
+4|
+1|
+4| Bonus Fighter Feat, |3 | 1 | 1

5th|
+5|
+4|
+1|
+4| |4 | 1 | 2

6th|
+6/+1|
+5|
+2|
+5| Bonus Fighter Feat, |4 | 1 | 2

7th|
+7/+2|
+5|
+2|
+5| |5 | 2 | 2

8th|
+8/+3|
+6|
+2|
+6| Bonus Fighter Feat, |5 | 2 | 2

9th|
+9/+4|
+6|
+3|
+6| |6 | 2 | 3

10th|
+10/+5|
+7|
+3|
+7| Bonus Fighter Feat, | 6 | 2 | 3

11th|
+11/+6/+1|
+7|
+3|
+7| |7 | 2 | 3

12th|
+12/+7/+2|
+8|
+4|
+8| Bonus Fighter Feat, |7 | 2 | 3

13th|
+13/+8/+3|
+8|
+4|
+8| | 8 | 3 | 4

14th|
+14/+9/+4|
+9|
+4|
+9| Bonus Fighter Feat, |8 | 3 | 4

15th|
+15/+10/+5|
+9|
+5|
+9| |9 | 3 | 4

16th|
+16/+11/+6/+1|
+10|
+5|
+10| Bonus Fighter Feat, |9 | 3 | 4

17th|
+17/+12/+7/+2|
+10|
+5|
+10 | |10 | 3 | 5

18th|
+18/+13/+8/+3|
+11|
+6|
+11| Bonus Fighter Feat, |10 | 3 | 5

19th|
+19/+14/+9/+4|
+11|
+6|
+11| |11 | 4 | 5

20th|
+20/+15/+10/+5|
+12|
+6|
+12| Bonus Fighter Feat, |11 | 4 | 5
[/table]

Skill Points: (2 + Int modifier) per level, x4 at first level.

Class Skills: The Enforcer's class skills (and the key ability for each skill) are:
Climb (Str), Craft (Int), Jump (Str), Listen (Wis), Profession (Bandit, Bodyguard, Mercenary, Soldier) (Wis), Spot (Wis), and Swim (Str)

Weapon and Armour Proficiencies: The Enforcer begins play proficient with:
Simple Weapons, Short Swords, and Light Crossbows, as well as Light Armour, Bucklers, and Light Shields.

The Enforcer counts as a Fighter for all prerequisites.

Maneuvers: An Enforcer begins with knowledge of 2 Martial Maneuvers. The Discipline available is the Enforcer's own Discipline of Legion.

Once an Enforcer knows a maneuver, it must readied it before it can be used (See Maneuvers Readied, below). The Enforcer's maneuvers are considered Extraordinary abilities unless otherwise noted in their descriptions. The Enforcer's maneuvers are not affected by spell resistance, and they do not provoke attacks of opportunity when they initiate one.

The Enforcer learns additional maneuvers at higher levels, as shown on the Enforcer table, above. Refer to the Tome of Battle to determine the highest-level maneuver the Enforcer may learn at each level (he benefits from full initiatior progression).

Upon reaching 4th Level, and every 4 levels after that (8th, 12th, 16th, etc.) the Enforcer may forget any number of maneuvers he knows of any maneuver level he has access to, and replace them with any maneuvers of the same levels as the ones forgotten (that is, forgetting a 3rd level and a 5th level maneuver allows you to replace them with another
3rd level and 5th level maneuver, respectively).

Maneuvers Readied: At the beginning of each of his turns, the Enforcer loses any unused maneuvers, and readies a number of new maneuvers, given on the Enforcer table above. Each maneuver he readies must be unique (he cannot ready two of the same maneuver), and he may not ready a maneuver he used on his preceding turn.

Enforcers to not recover maneuvers - each round they simply receive a set number of readied ones. An Enforcer cannot ready any maneuvers during a Surprise Round, even if he is participating.

Stances Known: An Enforcer begins play knowing 1 stance from the Discipline of Legion. At 5th, 9th, 13th, and 17th levels, the Enforcer learns a new stance of any level available. Enforcers may not forget or re-train Stances
known. Enforcers may learn Stances from other Disciplines through feats as normal. A Stance is an Extraordinary ability unless otherwise stated in its description.

Designer's Note:
A martial class! But only one discipline, hmmm... I decided for a rigid and "in-the-now" readying and recovery mechanic. Each round, the Enforcer assesses the situation, looks at useful options, and acts accordingly.


Bonus Enforcer Feats: At 1st level, 2nd level, and at each even-numbered level after (4th, 6th, 8th, etc.) an Enforcer receives a single Bonus Feat that they are qualified for. These bonus feats are drawn from the Fighter Feat pool, as well as the Enforcer Feat pool (detailed below).

Rank and File (Ex):At first level, the Enforcer gains the ability to define his Archetype. The Enforcer gains any applicable bonuses from his or her archetypes. Unless otherwise noted, all abilities gained from Rank and File are Extraordinary.

When taking a level in Enforcer, investing skill points into Profession: Bandit, Profession: Bodyguard, Profession: Mercenary, or Profession: Soldier will grant the Enforcer various abilities and bonuses. These abilities are separated into Archetypes, each Archetype named after the skill that has been invested in (Bandit, Bodyguard, Mercenary, and Soldier). For ease of labeling convention, “Bandit 1” refers to an Enforcer with 1 rank in Profession: Bandit, Soldier 3 refers to an Enforcer with 3 ranks in Profession: Soldier, etc.

At Bandit 1, the Enforcer becomes Chaotic, and may not invest skill points into another of the Enforcer's Profession class skills. The Save DC against Bandit abilities is (10 + 1/2 Enforcer Level + CHA). He gains Balance, Gather Information, Intimidate, Perform (Folk Instrument), Survival, and Tumble as Class Skills, or “Bandit Skills”, and gains proficiency with the Long Bow, the Rapier, the Sap, the Short bow, and with Medium Armour.

At Bandit 3, and for every 3 Ranks thereafter (6, 9, 12, etc.), the Enforcer gains a +1 competence bonus to his Bandit Skills, and gains 1D4 Sneak Attack Dice, as the Rogue ability. At Bandit 8, he gains access to the Shadow Hand and Tiger Claw Martial Disciplines, adding Jump and Hide to his Bandit (but not Class) Skills.

At Bandit 13, the Enforcer gains a Bandit Mob. Treat this mob as if they were followers gained by the Leadership Feat. If the Enforcer already has Leadership, or gains it in the future, he loses this ability and instead adds (1/4 x Enforcer Levels) to his Leadership Score (rounding up). This will not alter the Enforcer's Cohort, but its followers may desert or increase as noted on the Leadership table.

If the Enforcer does not have Leadership, use its Bandit Rank instead of a Leadership Score to determine the number followers and his cohort's level. Followers and Cohorts gained from this ability may not gain this ability, nor may they gain Leadership (or other similar skills/feats). These followers must be appropriately themed for a bandit mob!

At Bandit 18, the Enforcer becomes quite infamous. Lawful NPC's will flee or attack the Enforcer or his Cohort on sight, and governments may encourage violence against the Enforcer's Bandit Mob. The Enforcer gains the ability to take 10 on any of his Bandit Skills, even when stressed or in combat. Peasants and similar NPCs will become Shaken when within reasonable sight of the Enforcer (Will to ignore, a successful save grants immunity to this effect for 24 hours). The Enforcer's Bandit Mob gains a +1 Morale bonus to Attack and Damage Rolls, Saves, and AC when within the same distance. This Morale bonus increases by +1 every od Bandit Rank above 18 (19, 21, 23, etc.)

At Bandit 20, the Enforcer may Intimidate any number of targets within 30 feet as a Standard Action. This intimidation increases their current Fear by 1 step (None to Shaken, Shaken to Frightened, Frightened to Panicked). A successful save against this ability grants immunity to it for 24 hours. This ability's DC increases by +1 for each Bandit Rank beyond 20.

At Bandit 23, the Enforcer is considered legendary. His every exploit – notable or not – is regaled to the masses in tales and songs by prestigious bards. Armies are rallied against the bandit mob, and there is a considerable bounty on the Enforcer's head. Any of opposed-alignment (Law opposes Chaos, Good opposes Evil, Neutral may choose) within reasonable sight of the Enforcer, and with less HP than his total Profession: Bandit skill mod, is considered to be Frightened (Will to be Shaken instead). A successful save against this ability grants immunity to it for 24 hours. This effect lasts until the Enforcer is out of reasonable sight.
[/spoiler]

Designer's Note:

The Bandit is designed to be your typical lawless brigand; It can be flexibly tuned between Robin Hood and Genghis Khan. It provides something to do other than hit enemy x with weapon y, but expands on the Enforcer's ability to do so. It incorporates a bit of bard and a bit of rogue and a bit of swordsage.


At Bodyguard 1, the Enforcer becomes Lawful, and may not invest skill points into another of the Enforcer's Profession class skills. The Save DC against Bodyguard abilities is (10 + 1/2 Enforcer Level + CON). He gains Appraise, Concentration, Diplomacy, Forgery, Heal, Intimidate, Perform (Woodwind), and Sense Motive as Class Skills, or “Bodyguard Skills”, and gains proficiency with the Falchion, Glaive, Halberd, Lance, and Spear, as well as with Medium and Heavy Armour, and all Shields (including Tower Shields).

Additionally, the Enforcer may now Mark a person to be Guarded. The Enforcer may have 1 Mark per 5 Bodyguard Ranks, minimum 1 (2 at 10, 3 at 15, etc.). The Enforcer Marks an Ally as part of a contract or agreement lasting at least 5 minutes. The agreement can be broken (and the Mark removed instantly) by either party reneging on the agreement, or by the Enforcer ending it willfully. Though there are no formal mechanical repercussions for this, a Bodyguard leaving his mark to the wolves is sure to produce rumours.

For every 3 Bodyguard Ranks the Enforcer possesses, he gains a stacking +1 competency bonus on his Bodyguard Skills, and the ability to boost his AC and Saves, and the AC and Saves of Marks within 30 feet, by ¼ his Enforcer Level once per encounter (Twice at 6, 3 times at 9, etc.). This ability is a free action, but must be taken before the results of an attack roll or save are known, and lasts until the end of the current round.

At Bodyguard 8, he gains access to the Devoted Spirit and Stone Dragon Martial Disciplines, adding Balance to his Bandit (but not Class) Skills, and gaining an additional bonus to Intimidate equal to ¼ his Bodyguard Rank.

At Bodyguard 13, the Enforcer gains the ability to rush to the aid of a Mark in peril. If a Mark within 30 feet would become the target of a melee or projectile attack, the Enforcer may take the attack instead, moving into the mark's square and knocking the mark prone as an immediate move action. This provides partial cover and concealment to the mark for 1 until the mark's turn. Moving in this manner provokes Attacks of Opportunity, which may prevent the Enforcer from moving further, in which case the Mark is attacked as normal. In addition, the Bodyguard reduces penalties to Move Speed from Armour by 10 ft.

The Enforcer takes no penalties from occupying the same square as the mark, and the mark is free to act normally on its turn. If the attack originated from a melee attacker, the rest of that attacker's attacks must be directed towards the
Enforcer, or else they provoke Attacks of Opportunity from anyone who can make them. If the attack is melee, then instead of knocking the mark prone, the Enforcer may attempt an immediate bull-rush against the attack's origin.

At Bodyguard 18, the Enforcer's marked targets gain SR equal to the Enforcer's skill mod for Profession: Bodyguard while within 30 feet of the Enforcer. The Enforcer gains a reputation as reliable and trustworthy. Clients may seek out
the Enforcer, offering considerable compensation for their ensured safety. The Enforcer may make a Gather Information check against the following table once per week, in order to find jobs more profitable than the Profession skill might grant. Jobs last 24 hours per 150 gold, and must be a minimum of 8 hours (50 gold). During this time, the employer may dictate who the Enforcer's Marks, and other terms of a Marking contract, and the Enforcer must try their best to prevent marks from being injured in any way. Ultimately, the DM has a large say in the type of job and its consequences. Jobs gained this way are done in place of normal Profession checks, lasting up to 1 week.

In Small Cities, this roll suffers a -5 circumstance penalty. In Villages and Towns of any kind, this roll suffers a -10 circumstance penalty. In super-cities and capitols of kingdoms, this roll receives a +5 circumstance bonus.

{table=head]G.I. Roll|Gold Result
1-10|2D10
11-15|4D10
16-20|3D10x2
21-25|3D10x4
26-30|4D10x6
31-35|6D10x8
36-40|10d10x10
41+|DM discretion
[/table]

At Bodyguard 23, the Enforcer gains a Competency bonus to Diplomacy increases by +5 when negotiating contracts. A Supernatural connection with his Marks is formed; at the Enforcer's discretion, any number of Marks within 30 ft may have any incoming HP damage reduced by an amount equal to the the Enforcer's Con modifier (after all other reduction. This can reduce damage taken to 0, but not lower). This damage is dealt instead to the Enforcer, and cannot be reduced or negated.

At Mercenary 1, he Enforcer becomes Chaotic, and may not invest skill points into another of the Enforcer's Profession class skills. The Save DC against Mercenary abilities is (10 + 1/2 Enforcer Level + WIS). He gains Appraise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Knowledge (Local), Move Silently, Perform (Song), Survival, Swim, and Use Rope as Class Skills, as well as Mercenary Skills. He gains proficiency with Bolas, Composite Shortbow, Harpoon, Net, Throwing Axe, and Whip (all types), as well as with Medium Armour. The Enforcer may begin play with a Horse if he chooses for no additional gold, and gains Track as a bonus feat.

For every 3 Mercenary Ranks the Enforcer possesses, he gains a stacking +1 competency bonus on his Mercenary Skills and a +1 Ambush bonus to Attack, Damage, and Survival rolls anyone the Enforcer has been tracking for for at least one day, as their observations grant vital information on their targets' weaknesses and vulnerabilities.

At Mercenary 8, the Enforcer gains access to the Desert Wind and Setting Sun disciplines, adding Sense Motive and Tumble to his Mercenary Skills.

At Mercenary 13, the Enforcer gains the ability to subdue, rather than slay, his opponents. He may choose to deal non-lethal damage with any attack or maneuver, and does not take a -4 penalty to Attack for doing so. Additionally, when ranged attacking with Bolas, Harpoons, and Nets, the Enforcer may attempt a Trip Maneuver with 30 ft range, as Ranged Trip, except the Enforcer may retain his Str mod to the roll. If he also has the Ranged Trip feat, he gains a +4 bonus to his attempt, and a successful Trip allows the Enforcer to make a free Pin attempt as if he had the Ranged Pin feat as well (again adding his Str mod). Having the Ranged Pin feat grants a +4 bonus to this attempt.

At Mercenary 18, targets hit by the Enforcer's attacks with Bolas, Harpoons, and Nets will be dazed during its turn (Fort negates). On a successful critical hit, they will be stunned for the duration instead, a successful Fort save reducing the stun to a daze. Additionally, the Mercenary gains knowledge of local bounties within 8 hours of entering a new city, town, village, or other population center, as if he had taken 20 on a Gather Information or Knowledge (Local) check.

At 23 Skillpoints, the Enforcer's attacks and restraining effects overcome freedom of movement and similar powers (Fort negates). The Enforcer increases the range of any ranged maneuvers or ranged attacks by 30 feet (after all other modifiers), and ignores penalties from the first 2 Range Increments when attacking from astride a mount of some sort.

When a target the Enforcer is tracking comes within 5000 feet of the Enforcer, he may grant the target visions of his own grisly death, demoralizing and hindering him. Each hour the Enforcer spends tracking and demoralizing his target forces a Will Save – failing reduces the target's speed by 10ft, Will Save by 1, and Initiative by 1 (all to a minimum of 0) for 24 hours. While a target's Will Save, Speed, or Initiative is reduced to 0, the target will be considered flat-footed and helpless against the Enforcer's first attack against him, after which point these penalties are removed. This effect is useless against mindless creatures, but not against undead with Int scores or creatures immune to fear.

Design Note:

The mercenary's coup de grace, if he uses it, can be made non-lethal.

At Soldier 1, he Enforcer becomes Lawful, and may not invest skill points into another of the Enforcer's Profession class skills. The Save DC against Mercenary abilities is (10 + 1/2 Enforcer Level + INT). He gains Concentration, Handle Animal, Heal, Intimidate, Knowledge (Martial), and Perform (Percussion) as Class Skills, as well as Soldier Skills. He gains proficiency with 2 Martial Weapons of his choice, with Medium and Heavy Armour, all Shields (Including Tower Shields), as well as with 1 Exotic Weapon, and 1 Ranged Exotic Weapon of his choice.

For every 3 Soldier Ranks, the Enforcer gains an increasing +1 competence bonus to Fort and Will Saves resisting fatigue effects, negative levels, and nausea effects. As well, the Enforcer and any adjacent allies gain an increasing +1 competence bonus to resist combat maneuvers, as long as the Soldier has an ally on either side of him (left and right from his facing).

For every 5 Soldier Ranks, the Enforcer and allies within 30 feet gain a +1 bonus to Attack and Damage rolls while flanking, and an additional Attack of Opportunity each round. At Soldier 8, the Enforcer gains the Iron Heart and White Raven Disciplines, gaining Balance and Diplomacy as Soldier Skills, as well as proficiency in the Longsword.

At Soldier 13, the Enforcer becomes the General of his own Army. Treat this Army as if they were followers gained by the Leadership Feat. If the Enforcer already has Leadership, or gains it in the future, he loses this ability and instead adds (1/4 x Enforcer Levels) to his Leadership Score (rounding up). This will not alter the Enforcer's Cohort, but its followers may desert or increase as noted on the Leadership table.

If the Enforcer does not have Leadership, use his Soldier Rank instead of a Leadership Score to determine the number followers and his cohort's level. Followers and Cohorts gained from this ability may not gain this ability, nor may they gain Leadership (or other similar skills/feats). These followers must be appropriately themed for an Army!

At Soldier 18, the Enforcer may take an additional 5-foot step before or after each attack he makes, if that 5-foot step would allow him to flank an enemy. When flanking an enemy, the Enforcer adds the INT bonus of his flanking ally to the critical threat range of his first attack each round, after all other modifiers to critical threat. When members of his Army (including himself) flank and attack the same creature, tally the damage, but delay applying it until the end of the round unless it would kill the target or alter its state due to triggered abilities. This damage is then totaled and applied all at once at the end of the round for the purpose of overcoming DR.

At Soldier 23, the first 3 rounds of any encounter that doesn't begin as a Surprise Round may be ignored, discarded, and redone INT times per month. The positions of combatants reset as a result of this. The Enforcer retains all knowledge of these rounds, but others act as if it hadn't happened. The Enforcer thus can redirect the flow of battle. The Enforcer may not use this ability more than once every 5 days, regardless of his Int modifier. [As a note, I am aware of the power of this ability.]

Design Note:
Basically, Soldiers work together, and they do it really well. Ideally they work together, and I've granted scenario-specific bonuses that work really well in real-life formations. I've also added an ability that takes Wizard17 some particular twink-age to pull off with magic – an enhanced foresight, that the Enforcer gets at Soldier23. Combined with some clever telepathy, an army led by such a general would be fearsome to behold indeed.


Designer's Note:


Designer's Note:

Changelog:
January 21 2013, Created
January 23 2013, Mercenary added, Soldier added. These might be too much for a single class feature but it's more of a gestalt alongside the rest of the Enforcer, which is going to hopefully borrow some inspiration from everywhere and make good use of its Martial Initiator status.

chrisrawr
2013-01-21, 08:35 AM
Reserved for Maneuvers, feats, PrC's, etc.

chrisrawr
2013-01-21, 09:28 AM
Reserved for Maneuvers, feats, PrC's, etc.

Amechra
2013-01-21, 11:30 AM
Here's the table, all fixed up; please, don't spoiler any necessary information about a class.

{table=head]Level|BAB|Fort|Ref|Will|
Special|
Maneuvers Known|
Maneuvers Readied|
Stances Known

1st|
+1|
+2|
+2|
+0| Bonus Fighter Feat, Marksman, Rank and File| 2 | 1 | 1

2nd|
+2|
+3|
+3|
+0| Bonus Fighter Feat, |2 | 1 | 1

3rd|
+3|
+3|
+3|
+1| |3 | 1 | 1

4th|
+4|
+4|
+4|
+1| Bonus Fighter Feat, |3 | 1 | 1

5th|
+5|
+4|
+4|
+1| |4 | 1 | 2

6th|
+6/+1|
+5|
+5|
+2| Bonus Fighter Feat, |4 | 2 | 2

7th|
+7/+2|
+5|
+5|
+2| |5 | 2 | 2

8th|
+8/+3|
+6|
+6|
+2| Bonus Fighter Feat, |5 | 2 | 2

9th|
+9/+4|
+6|
+6|
+3| |6 | 2 | 3

10th|
+10/+5|
+7|
+7|
+3| Bonus Fighter Feat, | 6 | 2 | 3

11th|
+11/+6/+1|
+7|
+7|
+3| |7 | 3 | 3

12th|
+12/+7/+2|
+8|
+8|
+4| Bonus Fighter Feat, |7 | 3 | 3

13th|
+13/+8/+3|
+8|
+8|
+4| | 8 | 3 | 4

14th|
+14/+9/+4|
+9|
+9|
+4| Bonus Fighter Feat, |8 | 3 | 4

15th|
+15/+10/+5|
+9|
+9|
+5| |9 | 3 | 4

16th|
+16/+11/+6/+1|
+10|
+10|
+5| Bonus Fighter Feat, |9 | 4 | 4

17th|
+17/+12/+7/+2|
+10|
+10|
+5 | |10 | 4 | 5

18th|
+18/+13/+8/+3|
+11|
+11|
+6| Bonus Fighter Feat, |11 | 4 | 5

19th|
+19/+14/+9/+4|
+11|
+11|
+6| |12 | 4 | 5

20th|
+20/+15/+10/+5|
+12|
+12|
+6| Bonus Fighter Feat, |13 | 5 | 6[/table]

nonsi
2013-01-21, 11:38 AM
Tha table is missing the closing tag ' [ / t a b l e ] '.


{table=head]Level|BAB|Fort|Ref|Will|
Special|
Maneuvers Known|
Maneuvers Readied|
Stances Known

1st|
+1|
+2|
+2|
+0| Bonus Fighter Feat, Marksman, Rank and File| 2 | 1 | 1

2nd|
+2|
+3|
+3|
+0| Bonus Fighter Feat, |2 | 1 | 1

3rd|
+3|
+3|
+3|
+1| |3 | 1 | 1

4th|
+4|
+4|
+4|
+1| Bonus Fighter Feat, |3 | 1 | 1

5th|
+5|
+4|
+4|
+1| |4 | 1 | 2

6th|
+6/+1|
+5|
+5|
+2| Bonus Fighter Feat, |4 | 2 | 2

7th|
+7/+2|
+5|
+5|
+2| |5 | 2 | 2

8th|
+8/+3|
+6|
+6|
+2| Bonus Fighter Feat, |5 | 2 | 2

9th|
+9/+4|
+6|
+6|
+3| |6 | 2 | 3

10th|
+10/+5|
+7|
+7|
+3| Bonus Fighter Feat, | 6 | 2 | 3

11th|
+11/+6/+1|
+7|
+7|
+3| |7 | 3 | 3

12th|
+12/+7/+2|
+8|
+8|
+4| Bonus Fighter Feat, |7 | 3 | 3

13th|
+13/+8/+3|
+8|
+8|
+4| | 8 | 3 | 4

14th|
+14/+9/+4|
+9|
+9|
+4| Bonus Fighter Feat, |8 | 3 | 4

15th|
+15/+10/+5|
+9|
+9|
+5| |9 | 3 | 4

16th|
+16/+11/+6/+1|
+10|
+10|
+5| Bonus Fighter Feat, |9 | 4 | 4

17th|
+17/+12/+7/+2|
+10|
+10|
+5 | |10 | 4 | 5

18th|
+18/+13/+8/+3|
+11|
+11|
+6| Bonus Fighter Feat, |11 | 4 | 5

19th|
+19/+14/+9/+4|
+11|
+11|
+6| |12 | 4 | 5

20th|
+20/+15/+10/+5|
+12|
+12|
+6| Bonus Fighter Feat, |13 | 5 | 6

[/table]

chrisrawr
2013-01-21, 11:43 AM
Whups. Had it correct the first time, dunno what happened after I left for class. My thanks and apologies!

chrisrawr
2013-01-23, 05:02 AM
Before I go any further, I'd like some feedback on the Rank and File ability. It's essentially a class-progression gestalt that scales off of Profession. It has some startlingly useful and potentially overpowered abilities. In particular, I'm worried about the Soldier and Bandit's capstones -- I'd rather slim them down and then add feats to shore them out if they're too powerful, but neither of them should bump this into tier 2 category I think.

The Maneuvers are going to be similarly tailored to specific playstyle choices -- There will be ranged maneuvers similar to what we've seen on GitP, as well as some maneuvers combining Ambush feats and skill tricks into devilish fun. Are there any maneuvers you'd like to see in particular?