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View Full Version : Provocateur... hmm, *SNIFF* *SNIFF* Are you making a FIghter Rewrite? Yes. Yes I am.



Xaotiq1
2013-02-28, 05:48 PM
Okay, as stated with my monk rewrite, everyone and I mean everyone has beat this horse til no corporeal undead could be raised from it. Well, I'm roughly 13 year's late to the party, so here goes.

Oh, and always, thanks very muchly in advance for any and all constructive criticism. Without further ado...

Provocateur

GAME RULE INFORMATION
provocateures have the following game statistics.
Abilities: Str>Con>Dex>Int/Wis/Cha.
Alignment: Any.
Hit Die: d10
Starting Age: As Barbarian
Starting Gold: 7d4x10 (175gp)

Class Skills
The Provocateur's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Provocateur
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Stunts Known

1st|
+1|
+2|
+0|
+0|2nd Good Save|
3

2nd|
+2|
+3|
+0|
+0||
4

3rd|
+3|
+3|
+1|
+1|Uncanny Dodge|
4

4th|
+4|
+4|
+1|
+1|Bonus Feat|
5

5th|
+5|
+4|
+1|
+1|Level Headed (11)|
5

6th|
+6/+1|
+5|
+2|
+2||
6

7th|
+7/+2|
+5|
+2|
+2|Improved Uncanny Dodge|
6

8th|
+8/+3|
+6|
+2|
+2|Bonus Feat|
7

9th|
+9/+4|
+6|
+3|
+3|Mettle OR Evasion|
7

10th|
+10/+5|
+7|
+3|
+3|Fast Healing 1|
8

11th|
+11/+6/+1|
+7|
+3|
+3|Fancy Footwork|
8

12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Feat|
9

13th|
+13/+8/+3|
+8|
+4|
+4|Level Headed (15)|
9

14th|
+14/+9/+4|
+9|
+4|
+4||
10

15th|
+15/+10/+5|
+9|
+5|
+5|Quickness (Move)|
10

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat|
11

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Fast Healing 3|
11

18th|
+18/+13/+8/+3|
+11|
+6|
+6||
12

19th|
+19/+14/+9/+4|
+11|
+6|
+6|Quickness (Move OR Standard)|
12

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

Class Features
All of the following are class features of the provocateur.

Weapon and Armor Proficiencies: The provocateur is proficient with all simple and martial weapons. They are proficient with light, medium, and heavy armors; as well as all shields (including tower shields).

2nd Good Save: At 1st level, an provocateur chooses either Reflex or Will saves. That category of save gains the “Good” progression. If they choose Reflex, the provocatuer receives Evasion at 9th level. If they choose Will, they get Mettle at 9th level.

Stunts: The provocateur always seems to have a trick up their sleeve. At first level, the provocateur gains access to these “stunts”. They begin with three stunts that they qualify for. At each even level, they gain a new stunt from the list. Unless stated otherwise, all stunts are extraordinary (Ex) abilities useable once per round per listed activation action. At 4th level, and every even level thereafter (6th, 8th, ect.) they can change any one stunt they know for another they qualify for.

Uncanny Dodge (Ex): At 3rd level, a provocateur retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If an provocateur already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Bonus Feats: At 4th level and every 4 class levels thereafter, the provocateur gains a bonus feat. They must meet all prerequisites for feats chosen.
These feats must be drawn from feats with the [Fighter] descriptor.

Level Headed (Ex): Any time your initiative roll comes up less than 11, it is instead treated as an 11. At 13th level, any initiative roll that comes up less than 15 is treated instead as a 15.

Improved Uncanny Dodge (Ex): At 7th level and higher, an provocateur can no longer be flanked. This defense denies a rogue the ability to sneak attack the provocateur by flanking him, unless the attacker has at least four more rogue levels than the target has provocateur levels. 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 level a rogue must be to flank the character.

Mettle or Evasion (Ex): At 9th level a provocateur gains the benefit of either Mettle or Evasion depending on which save they chose to boost at 1st level.

Fast Healing (Ex): After 10 levels of being slammed, scratched, speared, sworded, poisoned, burned, frozen, etc. The provocateur's body has learned to bounce back quickly. A provocateur gains fast healing 1 whenever they are at or below one half their normal maximum hit points. This healing improves at 17th level to fast healing 3.

Fancy Foot-work (Ex): Jack be nimble. Jack be quick. Jack, step in and finish off that grick! Too far away, pfffft!
The provocateur is able to take a 2nd 5’ step per turn.

Quickness (Ex): At 15th level, the provocateur may take an additional move action once per encounter.

Improved Quickness: When a provocateur reaches 19th level, their Quickness ability improves allowing them to take either an extra move action or standard action once per encounter.

Martial Pinnacle (Su): A 20th level provocateur has reached a zenith in their martial arts training. They gain the following benefits:
• Gains the Outsider type with the “Native” subtype. This means that they are no longer affected by spells, powers, or abilities that only affect humans. They can, unlike other outsiders, be affected by the Resurrection spell.
• A +4 perfection bonus to any two physical and any one mental ability score.
• A +2 perfection Bonus to the rest of your ability scores.
• Immunity to paralysis, poison, and sleep.
• Can use the Quickness ability without being dazed.
• Can subsist on a quart of water per day; but doesn’t otherwise need to eat or drink.
• No longer takes ability score penalties for aging, but does gain the benefits. The provocateur still passes when their time is up.

Provocateur Stunts
Adrenaline Surge(Su); 1st: The provocateur kicks into high gear and gains a +1 bonus to Str, Dex, and Con for 1 round/ provocateur level. This bonus increases by 1 for every 4 provocateur levels. This stunt can be used once per encounter. The provocateur is fatigued for 1 hour after the duration expires.

Agile Charge - When you make a charge, you can make up to your Dex bonus (min 1) turns of up to 90 degrees each during the movement. Fighter Level 4+

Ain't so big; 6th: You have mastered fighting creatures larger than you. A provocateur treats a creature as one size category smaller for the purpose of opposed checks used in combat maneuvers like grapple and trip. You must be 6th level or higher to learn this stunt.

Arrow Storm (Su); 4th: Gain the ability to use Arrow Storm once per encounter.

Battle Leader; 1st: Allies within 30' of you may use either your initiative modifier instead of their own. If you have 8 levels of provocateur, each time you bring an opponent to 0hp, allies within 30' of you can take a 5' step.

Barbed Tongue; 1st: Make a Bluff check to which you add 1/2 your BAB. If the target fails a Will save vs your Bluff check, for every 5 points by which they fail the save, they lose an action on their next turn in the following order: Full-Attack, Swift, Move, Standard. This stunt only affects creatures the provocateur can communicate with. This stunt is a mind-affecting effect.

Bell Ringer - You may make a precision strike against a target within 30' as a standard action. If you hit, you deal normal damage, and the target must make a Fort save (DC 10 + ˝ class level + Str or Dex mod) or be dazed for 1 round. Fighter Level 4+

Clever Moves; 4th: You deal damage equal to your provocateur level to opponents that would also be subject to sneak attack.

Combat Slide; 1st: When an opponent misses the provocateur with a melee attack, she may use a free action to take a 5-foot step. This stunt can be used once per round per opponent.

Dazzling Blade; 1st: The provocateur may, as a standard action, position their blade in a precise manner, dazzling all creatures within 30 feet for 3 rounds. A successful Fortitude save negates this effect. The save DC is 10 +1/2 BAB +Dex mod. If you have 9 or more levels of provocateur, you blind opponents instead. This stunt can only be used in sunlight or an equivalent spell effect.

Deadly Blow; 10th: The provocateur's critical multiplier for all weapons increases by 1. This stunt stacks stacks with abilities such as Keen and Improved Critical.

Deceptive Blade; 1st: When the provocateur feints in combat, she may also draw a weapon in the same action as the feint. If the feint is successful, the target is flat-footed until the end of the provocateur's next turn.

Dirty Trick - Using a handful of dirt or spitting hot pepper juice, or any number of other tricks, you seek to blind your opponent. As a swift action, you may pick one target within 5' of you, which must make a Ref save (DC 10 + ˝ class level + Int or Cha mod) or become blinded for 1d4+1 rounds. Each time you use this ability in the same encounter, the DC lowers by 2, as your foes learn to expect it. Fighter Level 2+

Disrupting Strike 5th: As a standard action, a provocateur can make one melee attack against each enemy adjacent to her. If she hits, the attack deals no damage, but each enemy hit takes a -5 penalty to all attack rolls, damage rolls, Armor Class, ability checks, and skill checks until the start of the provocateur's next turn.

Dueling Blade; 1st: When fighting defensively, or using the Combat Expertise feat, and wielding a light or 1-hand weapon, a provocateur may spend an attack of opportunity to make a single melee attack against an opponent who fails to hit them. These attacks ignore the penalty for fighting defensively, but are made at 1/2 the provocateur's BAB.This ability can be used once per opponent per turn.

Exploding Critical; 12th: On a confirmed critical hit, any dice that come up with highest number on the die are rerolled one time. The result of the 2nd roll is added to the first.

Furious Charge, 6th: A provocateur with this stunt gains the ability to make a full attack at the end of a charge.

Grasping Shield, 1st: Once per round, as long as the provocateur has a shield in hand, she may make a free disarm attempt against any enemy that makes a melee attack that misses her. The disarm attempt counts as an attack of opportunity and does not provoke attacks of opportunity.

Gruesome Riposte; 5th: Once per encounter, if the provocateur is struck in combat, they can, as an immediate action, make an intimidate check to demoralize the opponent. The provocateur adds the damage dealt to their Intimidate roll. The provocateur cannot use this ability if the attack would put her below 0 hit points, nor does dropping her enemy below 0 hit points prevent the attack from hitting. Each attack the provocateur answers in this fashion uses up one of their attacks of opportunity.

Initiation Rights; 1st: provocateur levels count as full initiator levels.

Interrupting Throw; 1st: Once per encounter as an immediate acion, the provocateur can throw a light or one handed weapon at any foe w/in 10’ who performs an action which provokes an attack of opportunity. This stunt does not require the use of an attack of opportunity. The provocateur must have the weapon in hand or the quick draw feat.

Interrupting Arrow; 1st: Once per encounter as an immediate action, the provocateur can with a bow, crossbow, or sling, any foe w/in 30' who performs an action which provokes an attack of opportunity. This stunt does not require the use of an attack of opportunity. The provocateur must have the weapon in hand or the quick draw feat.

Iron Jaw; 1st: The provocateur can resist damage better than most. You gain DR (class level+2)/- at the start of the encounter. Each time you are struck in combat, any damage that overcomes you DR is subtracted from it. This stunt ends once your DR is reduced to 0 or the encounter ends.

Know Your Enemy; 3rd: You gain the ability to make knowledge checks to identify monsters, even if you have no ranks in the appropriate skill. At 6th level, you gain a competence bonus on these checks equal to 1/2 your provocateur level.

Maneuver Mastery; 8th: You may add your Int modifier as a competence bonus to any opposed roll to bull rush, disarm, feint, grapple, overrun, sunder, or trip. You no longer take AoO’s for initiating any of these combat maneuvers.

Opportunistic - You can make an extra 2 attacks of opportunity per round. You must still abide by all other rules governing attacks of opportunity. This ability can be taken multiple times. Fighter Level 2+

Provoke Attack; 1st: The provocateur causes an enemy to focus on her. As a standard action, the provocateur makes a melee attack against a creature. If the attack is successful, the target takes a -4 penalty to attacks made against targets other than the provocateur for 1 round per provocateur level. Each time the target attempts to attack a target other than the provocateur, the penalty increases by 2.

Pendulum Strike; 6th: If you use all of your attacks in a full attack action on the same target, each successful strike after the initial gains a cumulative +2 competence bonus to damage rolls.

Pugilism; 1st: You gain the benefits of the Improved Unarmed Strike feat. If you have 3 or more levels of provocateur, you also gain the benefit of the Superior Unarmed Strike feat.

Quick As A Wink (Su); 5th: Once per encounter, you may teleport 50' as a standard action. If you have 9 level of provocateur, you can use this stunt as a move action. If you have 13 levels of provocateur, you can use this stunt as a swift action.

Redirect Attack - When an opponent adjacent to you misses you with a melee attack, you may pick another opponent adjacent to you and within reach of the attacker. The attacker must then re-roll his attack against the new target. Usable once per round. Fighter Level 1+

Redirect Shot; 9th: If you would be hit with a bow, crossbow, sling, or thrown weapon, you may, once per round as an immediate action, make an attack roll at your highest BAB. If you beat the attacker’s roll, the attack misses. If you beat the roll by 5 or more, you can redirect the attack to any legal target within 30’ of you.

Reflective Blade (Su); 14th: A provocateur may, as an immediate action, make an opposed level check to reflect a spell or power that would strike her back at the caster. This stunt works on spells or powers that deal hit point damage and affect a single target only.

Rending Strike; 3rd: You deal 1 points of Con damage on each successful attack made with a piercing or slashing weapon. Fortitude negates (DC= 10+1/2 BAB+Str mod).

Rubble Rouser; 5th: Move up to your speed. Each square you pass, and any adjacent squares, become difficult terrain.

Second Skin; 6th: Armor you wear counts as 1 category lighter (to a minimum of light). Add +2 to the Max Dex, decrease the ACP by 2, decrease the ASF by 10%increase the speed by 10', and remove any penalties to run speed.

Shield Block; 1st: Once per enemy per turn, the provocateur can use her held shield or of hand weapon to bolck and possibly redirect an attack made against her.

Shield of Blades; 1st: Add 1/2 your BAB (Minimum 1) as a shield bonus to your AC if you are wielding a weapon in each hand or a two-handed weapon. NOTE: A shield or shield bash does not count as a weapon for the purposes of this stunt.

Silencing Strike - By delivering your blow to the right spot, you can silence your foe, by damaging his larynx or driving the wind from him, or some other method. As a standard action, you deliver a precise attack to a creature within 30'. If it hits, in addition to the damage, the enemy is also rendered mute for 1d4 rounds + either your Str or Int bonus, unless they make a Fort save (DC 10 + ˝ class level + either Str or Int mod). Fighter Level 4+

Stalwart Sentinel; 8th: You add 1/2 your BAB to any Spot and listen checks. If you have a BAB of 8 or more, you gain blindsense out to 60' and blindsight out to 30'.

Superior Finesse 1st: You can apply your Dex modifier, in addition to your Str modifier, to damage rols made with finesse weapons. You must have the weapon finesse feat to choose this stunt.

Toppling Strike; 4th: If the provocateur's weapon has the Trip special feature, she may use it to make a single attack at her full base attack bonus as a standard action. If the attack hits, it deals damage normally and the provocateur can make a free trip attack (using her full base attack bonus) against the same foe. If she successfully trips that foe, she may make an additional trip attack (using her base attack bonus -5 per additional attempt) against another foe within reach and adjacent to the previous foe.

Twin Strike; 8th: When making a standard attack or an attack of opportunity, you may make an attack with your off hand against the same target at the same time. You must decide before your first attack roll whether you want to also use your off hand. If you do, both attacks take the standard penalties for fighting with two weapons.

Wall of Thorns - As a swift action, your threatened squares to cost an additional 5' to enter for foes for 1 round. Fighter Level 6+

Warning Shout; 1st: As a swift action, you make a call that can be heard for 10yds per provocateur level. Any allies affected by a sleep spell are instantly awakened. Allies who are flat-footed lose that condition if in range of your call.

Weapon Focus; 1st: With a number of weapons equal to your Str mod (max=provocateur level, minimum 1), once per encounter, you may take 10 on any attack rolls made until the end of your next turn.

Weapon Special; 2nd: The provocateur may assign one of the following specials to any weapon they are wielding: brace, trip, or disarm. She may change the assigned ability by spending a swift action. This technique may be taken more than once, allowing the provocateur to assign multiple abilities at once.

Weapon Specialization; 4th: You add 1/2 you provocateur level to damage rolls with one weapon per point of Str modifier (max= provocateur level).

Whirling Attack; 9th: As a full-attack action, make a melee attack roll vs all opponents in reach. Those hit take full damage. Those not struck directly take 1/2 damage unless they make a reflex save (DC= 10+1/2 BAB + Str Mod).

inuyasha
2013-02-28, 06:01 PM
I like this class though i was going through the stunts and saw second skin, I find it way overpowered, +2 max dex, one catagory lighter, wow all kinds of other bonuses. I believe this could be wickedly abused in so many ways but other than that i like it

Zale
2013-02-28, 06:12 PM
Second Skin doesn't seem overpowered at all.

It reduces the armor penalty and allows them to apply more dexterity. That and slightly increase the speed it lets them move at, or reduce penalties for spells.

It's not anything Wow, OP worthy.

Djinn_in_Tonic
2013-02-28, 06:33 PM
I like this class though i was going through the stunts and saw second skin, I find it way overpowered, +2 max dex, one catagory lighter, wow all kinds of other bonuses. I believe this could be wickedly abused in so many ways but other than that i like it

Nah. It's basically a non-issue at most levels of play, honestly.

Some thoughts:

Adrenaline Surge needs a duration with some X value (3-5) as the base for the duration. Otherwise it's useless until higher levels, as 1-3 rounds of bonuses isn't worth the huge fatigue. Also, does using it again negate the fatigue penalties while under the duration? Might want to specify.

You have no weapon and/or armor proficiencies. This is a bit important. :smalltongue:

Active Defense seems a bit strong for 1st level. It's really easy to make an untouchable character here, at least for the first several levels.

Fast Healing seems to come out of the blue, and I don't think it really fits the class.

Clever Moves is incredibly good compared to all the other stunts. It's basically mandatory. Might want to remove it and just build that in if that's going to remain as powerful as it is by comparison.

Does Deadly Blow apply before or after abilities like Improved Critical?

Disabling Strike is hideously, HIDEOUSLY overpowered. We're looking at a base DC 30 + Strength modifier save (far about that normal DC 20 + ability that the normal save formula follows) against stunning or paralysis on every attack you make. Also, Sleep is FAR stronger than Staggered, as Sleep allows Coup de Grace attacks. Still, this ability has to go.

Exploding Critical is strictly weaker than the Sneak Attack option. Triggered much less often, for a roughly comparable amount of damage. Urgh.

Figure Eight needs a revision, as I'm not really sure what it's supposed to DO, or if you can attack while using it.

Furious Charge doesn't need an improved version: you have a lot of elegance in your one-time stunt systems. Don't make a player waste two stunts on the same trick.

Maneuver Mastery may be to strong. It's very possible to reach uncontestable levels with that ability, which will be problematic.

Rending Strike is probably to strong. Once again, the save DC is absurdly high. Secondly, this plus any creature that can take Con damage is hideously brutal. Thirdly, this plus Disabling Strike is basically a death sentence for anything without a good Fort and a good Will save (and even then it needs to be very lucky with rolls)

Trade Blows will become the only way of fighting once you get it. The defense bonus plus the ability to make multiple attacks at your full attack bonus (instead of only one or two) makes this incredibly good.

Pendulum Strike is almost a must-have. It has a higher average damage than a full attack routine against any opponent, as your +10 and +5 attacks don't have much of a chance of hitting.

Weapon Specialization mentions a Mind Blade. Typo?


----

CONCLUSIONS

There's some really nice stuff in here. Your stunts, however, vary from the overpowered to the balanced but mandatory to the downright weak. I haven't highlighted the weak options, but you should really do a once-over and make sure more are comparable to each other.

Overall, I like what I see.

Fortuna
2013-02-28, 07:25 PM
This class seems staggeringly front-loaded. For a one-level dip you get Strength to AC (or Con, but usually you'll have a higher Strength), a bonus feat (EDIT: Text trumps table, but you should edit the table to match the text), Pounce-but-better, and two other neat tricks, all on a chassis of full BAB, 6 + Int skill points, and a d10 hit die. This strikes me as a mandatory dip for any melee character in any game where it's allowed. Even Tome of Battle classes have a lot to like here, with Initiation Rights keeping their IL in line and two more stunts to make things interesting. I foresee many, many more characters taking only one level than ever take two or more.

Xaotiq1
2013-02-28, 09:46 PM
Okay, tweaks made. Pretty sure I didn't fix everything, but we've got just over 49 pages for that. :smallsmile:

Zman
2013-03-01, 07:10 PM
I've liked your other work, but this one needs some serious work.

First, your chassis is way way too good. More/Better Skills, twice the Skill Points, another Good Save(of choice), plus access to some game breaking stunts, all on top of what a fighter gets. Oh, and AC forgot Str or Con to AC.

Horribly Front Loaded, too many bonus feats, one level dip for Pounce+.

If this was a D8 HD and Medium BaB it'd be better, but still overpowering.

Proficiencies?

Str or Con to AC doesn't make much sense, stick to a delayed flat bonus.

At 11th level they gain 50% Concealment every turn, broken.

Combat Slide breaks Melee. Miss my ridiculous AC once, loose your attacks as I step away.

Oh, I think I forgot to mention the flat AC bonus, Uncanny Dodge, Imorovd a uncanny Dodge, Mettle, Evasion, and Imoroved Evasion.



This class reads like a Wishlist and certainly need some attention and some reigning in.

Xaotiq1
2013-03-02, 01:18 PM
Okay, great feedback! All right. Made some pretty heavy tweaks. They're listed below in red text as well as appearing in black in the OP. Let me know if I'm getting closer to the mark (Low to Mid T3) or if I done broked it again. Hoo-AHH!


2nd Good Save: At 1st level, an provocateur chooses either Reflex or Will saves. That category of save gains the “Good” progression. If they choose Reflex, the provocatuer receives Evasion at 9th level. If they choose Will, they get Mettle at 9th level.

Bonus Feats: At 2nd and every 4 class levels thereafter, the provocateur gains a bonus feat. They must meet all prerequisites for the feat, though they may treat their ability scores as 2 higher for the purposes of qualifying.
These feats must be drawn from feats with the [Fighter] descriptor.

AC Bonus: The provocateur receives a bonus to AC at 3rd level. This bonus improves by +1 every 3 Provocateur levels thereafter.

Quickness (Ex): At 4th level, the provocateur may take an additional standard OR move action each turn.

Mettle or Evasion (Ex): At 9th level a provocateur gains the benefit of either Mettle or Evasion depending on which save they chose to boost at 1st level.

Fancy Foot-work (Ex): Jack be nimble. Jack be quick. Jack, step in and finish off that grick! Too far away, pfffft!
The provocateur is able to take either a 2nd 5’ step per turn or take a 10’ step once per turn.

Improved Quickness: When a provocateur reaches 12th level, their Quickness ability improves allowing them to take an additional standard AND move action each turn.

Combat Slide: Upon successfully striking an enemy in melee, the provocateur may immediately make a 5-foot step (even if she's already moved in the round, but not if she's taken a 5-foot step). In addition, when someone misses the provocateur with a melee attack, she may use a free action to take a 5-foot step. This stunt can be used up to 1/4 your BAB times each turn.

Pendulum Strike: As a full-round action, the provocateur, after making a successful melee attack, may make a number of attacks against the same foe to a max of 1/3 their BAB or until they miss. Each attack after the first takes a cumulative -2 penalty.

Trade Blows: When the provocateur uses the total defense action, she may make a melee attack at her normal attack bonus on anyone that makes a melee attack against her, regardless of whether the opponent's attack hits. This attack is resolved immediately after the opponent's attack. The provocateur may make one such attack for every 5 points of BAB she possesses. If multiple opponents attack the provocateur, each attack she makes must be against the enemy that triggered it. All such attacks incur the penalty for fighting defensively, but are an exception to the rule that you cannot attack during the total defense action. An provocateur must be at least 10th level to choose this technique.

Zman
2013-03-02, 03:33 PM
Okay, as stated with my monk rewrite, everyone and I mean everyone has beat this horse til no corporeal undead could be raised from it. Well, I'm roughly 13 year's late to the party, so here goes.

Oh, and always, thanks very muchly in advance for any and all constructive criticism. Without further ado...

Provocateur

GAME RULE INFORMATION
provocateures have the following game statistics.
Abilities: Str>Con>Dex>Int/Wis/Cha.
Alignment: Any.
Hit Die: d10
Starting Age: As Barbarian
Starting Gold: 7d4x10 (175gp)

Class Skills
The Provocateur's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Not too bad. Add Knowledge Dungeoneering.

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Provocateur
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
AC Bonus|
Stunts Known

1st|
+1|
+2|
+0|
+0|2nd Good Save, Active Defense, Bonus Feat|
+0|
3

2nd|
+2|
+3|
+0|
+0|Bonus Feat|
+0|
4

3rd|
+3|
+3|
+1|
+1|Uncanny Dodge|
+1|
5

4th|
+4|
+4|
+1|
+1|Quickness|
+1|
6

5th|
+5|
+4|
+1|
+1|Level Headed|
+1|
6

6th|
+6/+1|
+5|
+2|
+2|Bonus Feat|
+2|
7

7th|
+7/+2|
+5|
+2|
+2|Improved Ucanny Dodge|
+2|
7

8th|
+8/+3|
+6|
+2|
+2||
+2|
8

9th|
+9/+4|
+6|
+3|
+3|Mettle OR Evasion|
+3|
8

10th|
+10/+5|
+7|
+3|
+3|Bonus Feat|
+3|
9

11th|
+11/+6/+1|
+7|
+3|
+3|Fancy Footwork|
+3|
9

12th|
+12/+7/+2|
+8|
+4|
+4|Improved Quickness|
+4|
10

13th|
+13/+8/+3|
+8|
+4|
+4|Level Headed|
+4|
10

14th|
+14/+9/+4|
+9|
+4|
+4|Bonus Feat|
+4|
11

15th|
+15/+10/+5|
+9|
+5|
+5||
+5|
11

16th|
+16/+11/+6/+1|
+10|
+5|
+5||
+5|
12

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Fast Healing (5)|
+5|
12

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus Feat|
+6|
13

19th|
+19/+14/+9/+4|
+11|
+6|
+6||
+6|
13

20th|
+20/+15/+10/+5|
+12|
+6|
+6||
+6|
14[/table]

Class Features
All of the following are class features of the provocateur.

Weapon and Armor Proficiencies: The provocateur is proficient with all simple and martial weapons. They are proficient with light, medium, and heavy armors; as well as all shields (including tower shields).

2nd Good Save: At 1st level, an provocateur chooses either Reflex or Will saves. That category of save gains the “Good” progression. If they choose Reflex, the provocatuer receives Evasion at 9th level. If they choose Will, they get Mettle at 9th level.

Bonus Feats: At 2nd and every 4 class levels thereafter, the provocateur gains a bonus feat. They must meet all prerequisites for the feat, though they may treat their ability scores as 2 higher for the purposes of qualifying.
These feats must be drawn from feats with the [Fighter] descriptor.

You don't specify gaining a bonus feat at 1st level.

Stunts: The provocateur always seems to have a trick up their sleeve. At first level, the provocateur gains access to these “stunts”. They begin with three stunts that they qualify for. At each even level, they gain a new stunt from the list. Unless stated, all stunts are extraordinary (Ex) abilities useable at will. At 4th level, and every even level thereafter (6th, 8th, ect.) they can change any one stunt they know for another they qualify for.

Uncanny Dodge (Ex): At 2nd level, an provocateur retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If an provocateur already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

AC Bonus: The provocateur receives a bonus to AC at 3rd level. This bonus improves by +1 every 3 Provocateur levels thereafter.

Advanced Defense in Table?

Quickness (Ex): At 4th level, the provocateur may take an additional standard OR move action each turn.

Be careful with the action economy. This may be ok for a single classed character but ruins gestalt, etc. I'd keep it a move action, or limit the uses of teh standard action. As written, hugely powerful.

Level Headed (Ex): Any time your initiative roll comes up less than 11, it is instead treated as an 11. At 13th level, any initiative roll that comes up less than 15 is treated instead as a 15.

Improved Uncanny Dodge (Ex): At 7th level and higher, an provocateur can no longer be flanked. This defense denies a rogue the ability to sneak attack the provocateur by flanking him, unless the attacker has at least four more rogue levels than the target has provocateur levels. 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 level a rogue must be to flank the character.

Mettle or Evasion (Ex): At 9th level a provocateur gains the benefit of either Mettle or Evasion depending on which save they chose to boost at 1st level.

Fancy Foot-work (Ex): Jack be nimble. Jack be quick. Jack, step in and finish off that grick! Too far away, pfffft!
The provocateur is able to take either a 2nd 5’ step per turn or take a 10’ step once per turn.

Improved Quickness: When a provocateur reaches 12th level, their Quickness ability improves allowing them to take an additional standard AND move action each turn.

As above, this really throws Action economy out the window.

Fast Healing (Ex): The provocateur seems to recover from wounds all but instantly. An provocateur gains fast healing 5.

FH5 seems high, how about FH2?

Provocateur Stunts
Adrenaline Surge: The provocateur kicks into high gear and gains a +2 bonus to Str, Dex, and Con for 3 rds +1rd/ provocateur level. This bonus increases by 2 for every 4 provocateur levels. This technique can be used once per encounter for every 4 levels of provocateur. The provocateur is fatigued for 1 hour after the duration expires.

Very strong, maybe limit it to one round + Con Mod? Less a surge, more of an always on ability.

Ain't so big: You have mastered fighting creatures larger than you. For every 5 points of BAB, a provocateur treats a creature as one size category smaller for the purpose of opposed checks used in combat maneuvers like grapple and trip. You must be 6th level or higher to learn this stunt.

I'd make it a fixed one size smaller. Still good, and doesn't break opposed checks.

Arrow Storm: Gain Arrow Storm as a spell-like ability useable once per day per 4 points of BAB. You must be 4th level or higher to learn this stunt.

Battle Leader: You can, as a swift action once per encounter, switch initiative counts with any willing ally; even if that ally has already acted. This ability does not work on flat footed allies or allies that cannot see or hear you. If you have six levels of provocateur, in addition to your own, you may re-arrange any two allies’ initiative counts as long as they are willing.

Interesting ability, but seems like it could be a logistical problem and needs to be clarified.

Blade Storm: Gain Blade Storm as a spell-like ability useable once per day per 4 points of BAB. You must be 4th level or higher to learn this stunt.

Clever Moves: You deal 1/2 your provocateur level to opponents that would also be subject to sneak attack. You must be 4th level or higher to learn this stunt.

As Sneak attack damage?

Combat Slide: Upon successfully striking an enemy in melee, the provocateur may immediately make a 5-foot step (even if she's already moved in the round, but not if she's taken a 5-foot step). In addition, when someone misses the provocateur with a melee attack, she may use a free action to take a 5-foot step. This stunt can be used up to 1/4 your BAB times each turn.


Still extremely powerful, potentially gamebreaking, and available at level 1. A single miss and you move out of melee range of the enemy. The initial after an attack 5' step is no different than the 5' step granted to all characters, its redundant as 5' step operates that way already.

Dazzling Blade: The provocateur may, as a standard action, position their blade in a precise manner, dazzling all creatures within 30 feet. A successful Fortitude save negates this effect. The save DC is 10 +1/2 BAB +Str mod. If you have 9 or more levels of provocateur, you blind opponents instead.

Deadly Blow: The provocateur's critical multiplier for all weapons increases by 1 per 10 points of BAB. This stunt stacks stacks with abilities such as Keen and Improved Critical.A provocateur must be at least 10th level to choose this technique.

Why make it 1 per ten, a sinlge one point increase is just fine and only a 20th level Provocateur loses out.

Deceptive Blade: When the provocateur feints in combat, she may also draw a weapon in the same action as the feint.

Very weak compared to other options.

Devastating Blow: The provocateur knows how to more effectively deal with creatures that have strange anatomies. The provocateur can affect creatures normally immune to critical hits, though you confirm crits with a -4 penalty to your roll.

[B]Powerful, but fine.

Disabling Strike: You can strike at various points on your target, or use your environment to cause a variety of ailments and hindrances based on your BAB. Table below indicates your capability:
{table=head]Base Attack Bonus|Status Effect
1-4Dazed
5-9Staggered
10-14 Stunned
15-19 Sleep
20Paralyzed[/table]
A successful Will save (DC=10+1/2 BAB+Str mod) negates the status effect, but the target takes the damage regardless.

Awesome 1 level dip stunt. Base of Provoceteur level instead of BAB. Also, should be a standard action, allowing it on every attack is over powered.

Disrupting Strike: As a full-round action, an provocateur can make one melee attack against each enemy adjacent to her. If she hits, the attack deals no damage, but each enemy hit takes a -5 penalty to all attack rolls, ability checks, and skill checks until the start of the provocateur's next turn.

Add -5 AC as well.

Dueling Blade: When a provocateur is fighting defensively, or using the Combat Expertise feat, with a light or 1-hand weapon, and an opponent misses her in melee, she may make an attack of opportunity against that opponent. The provocateur ignores the penalty to attack rolls from fighting defensively for this attack.

Limit the number of AoOs per round.

Exploding Critical: When an provocateur confirms a critical hit, she can make a level check (DC= Target's HD) to deal another 1d8/3 BAB to the target. This technique can be used once per round. An provocateur must be at least 12th level to choose this technique.

Good, though could be written more clearly.

Furious Charge: You gain the ability to make a full attack at the end of a charge. An provocateur with this ability deals an additional 2 points of damage on every attack made at the end of a charge. It becomes 3 per attack when using a two-handed weapon.

Better than Pounce, too powerful to be accessed with a 1 level dip. Every melee character would be taking Provocetuer as their first level for the class skills, skill points, Disabling Strike and Furious Charge. Needs to be severely toned down, or require a much higher level to take it. One of the biggest offenders in your class.

Grasping Shield: Once per round, she may make a free disarm attempt against any enemy that makes a melee attack that misses her. The disarm attempt counts as an attack of opportunity and does not provoke attacks of opportunity.

Good if cumbersome in execution.

Gruesome Riposte: The provocateur may take an immediate action to attack an enemy who has successfully struck her in melee. This attack is assumed to happen after the successful attack, so she cannot use this ability if the attack would put her below 0 hit points, nor does dropping her enemy below 0 hit points prevent the attack from hitting. An provocateur must be at least 10th level to choose this technique.

Another combat interrupt. Limit it to one per round, vastly overpowered as written.

Initiation Rights: provocateur levels count as full initiator levels.

Good.

Interrupting Throw: The provocateur can throw a light or 1hand weapon at any foe w/in 10’ who performs an action which provokes an attack of opportunity. This uses up one of the provocateur’s AoO’s.

Specify that it must be in hand, or have quickdraw.

Interrupting Arrow: The provocateur can make a make a ranged attack with a bow or crossbow at any foe within 30’ who performs an action that provokes an attack of opportunity. This uses one of the provocateur’s attacks of opportunity.

Good.

Iron Jaw: The provocateur can resist damage better than most. Once per encounter and once again for every 6 provocateur levels, you may make a Fortitude save (DC= damage dealt) after a lethal attack lands. If you are successful, that damage turns into non-lethal damage.

Good.

Provoke Attack: The provocateur causes an enemy to focus on her. As a standard action, the provocateur makes a melee attack against a creature. If the attack is successful, the target takes a -2 penalty to attacks made against targets other than the provocateur until the end of its next turn. Each time the target attempts to attack a target other than the provocateur, the penalty increases by 2.

Increase duration or penalty. How about lasts while engaged with Provocateur?

Maneuver Mastery: You may take 10 on any opposed roll to bull rush, disarm, feint, grapple, overrun, sunder, or trip. You no longer take AoO’s for initiating any of these combat maneuvers.

Umm, wow, too good. Almost as good as 7 feats! Especially when combined with other stunts.

Pendulum Strike: As a full-round action, the provocateur, after making a successful melee attack, may make a number of attacks against the same foe to a max of 1/3 their BAB or until they miss. Each attack after the first takes a cumulative -2 penalty.

Clarify. As written this could produce ghastly numbers of attacks.

Ranged Shield Block: When using the Shield Block technique, the provocateur may block one ranged attack or ranged touch attack each round. The provocateur must have a shield in hand and the shield block technique to choose this technique. Use of this technique expends one of the provocateur’s attacks of opportunity.

Pretty powerful cancelation effect. Any limits?

Reflective Blade: A provocateur may, as an immediate action, make an attack roll to reflect a spell or power that would strike her back at the caster. The attack roll must be higher than the caster’s level check result. The spell or power must be a touch attack spell or power, either ranged or melee. The provocateur makes a ranged touch attack to determine if the spell successfully strikes the target. The provocateur must be at least 14th level to select this technique.

Very powerful. Limited to one immediate action per round correct?

Rending Strike: You deal an additional 3 points of Con damage on each successful attack made with a piercing or slashing weapon. Fortitude negates (DC= 10+1/2 BAB+Str mod).

Too good, especially from level 1. Add this to the list of 1st level dip shenanigans.

Second Skin: Armor you wear counts as 1 category lighter (to a minimum of light). Add +2 to the Max Dex, decrease the ACP by 2, decrease the ASF by 10%increase the speed by 10', and remove any penalties to run speed.

Good.

Shield Block: The provocateur may block one melee attack, against her by making an attack roll. If her attack roll is higher than the attack roll she is attempting to block, the attack misses. The provocateur must have a shield in-hand to use this technique. Use of this technique expends one of the provocateur’s attacks of opportunity.

Very good when combined with the ability for multiple AoOs.

Superior Finesse: Apply Weapon Finesse to any weapon, regardless of form. An provocateur must have the weapon finesse feat to choose this technique.

Kind of crazy. I'd rather see Dex to Damage with Finesse Weapons with a minimal level to take.

Toppling Strike, Improved: If the provocateur's weapon has the Trip special feature, she may use it to make a single attack at her full base attack bonus as a standard action. If the attack hits, it deals damage normally and the provocateur can make a free trip attack (using her full base attack bonus) against the same foe. If she successfully trips that foe, she may make an additional trip attack (using her full base attack bonus) against another foe within reach and adjacent to the first foe. As long as she successfully trips her foe, she may continue to make trip attempts against foes adjacent to the previous foe, so long as they are within her reach. She does not provoke attacks of opportunity for these trip attempts. A provocateur must have the Toppling Strike and Weapon Special (Trip) techniques before selecting this technique.

Toppling Strike: If the provocateur’s weapon has the trip special feature; she may use it to make a single attack at her full base attack bonus as a standard action. If the attack hits, it deals damage normally and the provocateur can make a free trip attack (using her full base attack bonus) against the same foe. She does not provoke an attack of opportunity for this trip attempt. An provocateur must have the Weapon Special (Trip) technique before selecting this technique.

Trade Blows: When the provocateur uses the total defense action, she may make a melee attack at her normal attack bonus on anyone that makes a melee attack against her, regardless of whether the opponent's attack hits. This attack is resolved immediately after the opponent's attack. The provocateur may make one such attack for every 5 points of BAB she possesses. If multiple opponents attack the provocateur, each attack she makes must be against the enemy that triggered it. All such attacks incur the penalty for fighting defensively, but are an exception to the rule that you cannot attack during the total defense action. An provocateur must be at least 10th level to choose this technique.

When combined with other stunts is overpowered. Allowed to take two attacks for an opponents miss, or success.

Twin Strike: When making a single standard attack and wielding two weapons or a weapon and shield, the provocateur may attack with both at the normal penalties for two-weapon fighting. She may also utilize this ability when making attacks of opportunity, but not for any other special attacks, unless specifically stated otherwise. The provocateur must be at least 8th level to choose this technique.

Good.

Two-Handed Throw: The provocateur gains the ability to throw a 2-hand weapon as a standard action. The range increment is 10 ft.

Remove penalties?

Weapon Focus: With a number of weapons equal to your Str mod (max=provocateur level, minimum 1), you gain a pool of attacks equal to 1/3 your BAB. These attacks can be added to a standard or full-attack action, or they can be used as a free action to interrupt the actions of others. You pool refills after each encounter.

Confusing. And over powered as understood. This class has a crazy amount of attacks, and it doesn't matter what the opponent does.

Need to clarify the Interrupt.

Weapon Special: The provocateur may assign one of the following specials to her mind blade when she shapes her mind blade: brace, trip, or disarm. She may change the assigned ability by reshaping her mind blade. This technique may be taken more than once, allowing the provocateur to assign multiple abilities at once.

Mind blade?

Weapon Specialization: Weapon damage increases 1 size category for every 4 BAB. Applies to one weapon per point of Str mod (max=provocateur level). You must be 4th level or higher to learn this stunt.

Inceases 5! categories at level 20?! Extends beyond table, 10d6 Greatsword with dozens of attacks per round due to tother stunts. Severely broken.

Whirling Attack: Make attack roll vs all opponents in reach. Those hit take full damage. Those missed take 1/2 damage.

Very Powerful. Significantly better than the feat with four prerequisite feasts. Over powered.

Zephyr Stride: Move you speed as a free action once per encounter and once again for every 6 points of BAB. The provocateur does need to make tumble checks to move through threatened spaces. You must be at least 12th level to learn this stunt.

Interesting, and again breaking the action economy.


I apologize, didn't have time to finish.


Edit: Finished by PEACH.

This class is severely broken as written. There are huge Action Economy abuses coupled with the potential for dozens of attacks per round.

This class will break melee.


That said, I like the intent and where it is going, just scale down the numbers and remember how abilities will be able to be stacked and used in conjunction for game breaking affect.

Xaotiq1
2013-03-03, 12:25 AM
A couple small tinkers made. Would Fancy Footwork still be WAY too much if I added the miss chance, but made it 20% instead?

Jormengand
2013-03-03, 06:58 AM
Whirling Attack: Make attack roll vs all opponents in reach. Those hit take full damage. Those missed take 1/2 damage.

If you had something like the massive, monkey's gripped greensteel bastard sword which does loads of damage in the unlikely event that it hits, then you could face serious issues even with half damage. Also, I'd multiclass into honour guard so I could have a massive reach, and then do this. This also doesn't specify that it can't be used with a ranged weapon - there could be quite a lot of opponents in reach. Is this a standard or a full-round action?

Xaotiq1
2013-03-03, 05:32 PM
If you had something like the massive, monkey's gripped greensteel bastard sword which does loads of damage in the unlikely event that it hits, then you could face serious issues even with half damage. Also, I'd multiclass into honour guard so I could have a massive reach, and then do this. This also doesn't specify that it can't be used with a ranged weapon - there could be quite a lot of opponents in reach. Is this a standard or a full-round action?

Blergh, it's supposed to be a full-attack action. Darn copy-pasta keeps snagging me. :smallannoyed:

Jormengand
2013-03-03, 05:49 PM
Blergh, it's supposed to be a full-attack action. Darn copy-pasta keeps snagging me. :smallannoyed:

The remainder still stands.

Wargamer
2013-03-03, 05:50 PM
Oh, this is awkward... I was half tempted to post up my campaign's "refined" Fighter to see what people thought and low and behold another Fighter thread popped up! :P

Jormengand
2013-03-03, 05:56 PM
Oh, this is awkward... I was half tempted to post up my campaign's "refined" Fighter to see what people thought and low and behold another Fighter thread popped up! :P

*Shrugs.* I still think specialists like the barbarian and rogue, the gladiator and honour guard, are the best way to deal with the fighting classes. Essentially, the best fighter fix is not to have a fighter at all.

Xaotiq1
2013-03-05, 09:29 AM
*Shrugs.* I still think specialists like the barbarian and rogue, the gladiator and honour guard, are the best way to deal with the fighting classes. Essentially, the best fighter fix is not to have a fighter at all.

I appreciate your opinion. I am however, asking for constructive criticism regarding this class. Secifically:

Does this class fit in the high Tier4 to LOW Tier3?
If not, how do I get it there?
What specifically about any of the class features or stunts needs changed?
Are there stunts that I didn't make that I should?


Again, I'm not trying to deny your right to opine on whether or not there needs to be a "fighter" class. I'm just asking for it to be in a different thread. Peace and chicken grease!

Now, how about addressing some of those questions, huh? :smallwink:

Jormengand
2013-03-05, 12:44 PM
I appreciate your opinion. I am however, asking for constructive criticism regarding this class. Secifically:

Does this class fit in the high Tier4 to LOW Tier3?
If not, how do I get it there?
What specifically about any of the class features or stunts needs changed?
Are there stunts that I didn't make that I should?


Again, I'm not trying to deny your right to opine on whether or not there needs to be a "fighter" class. I'm just asking for it to be in a different thread. Peace and chicken grease!

Now, how about addressing some of those questions, huh? :smallwink:


Depends entirely on which stunts you take. Some are useless, others are overpowered - such as whirling attack.
By taking the whirling attack and weapon specialisation stunts and a colossal greensteel bastard sword (There are ways) or a siege engine, you get it to high tier 4 - it ends up doing one thing (killing everything in reach) supremely well, and a few others (e.g. tanking stuff) moderately well. You can make the class anything from T3 to T5 exactly as written.
Either ditch whirling attack, or modify it a lot. Only affecting melee weapons would be a start, but even then, those with the near and far feat, a long reach weapon, and an enlarged person (there are also races which allow you to be large as basic) then such a person will have a stupid reach. Add in weapon spec stunt, as many ways of stacking strength on a guy as possible... you can easily end up doing over one hundred and fifty damage with that many size categories, to everything within your 30-odd foot reach. Add disabling strike, adrenaline surge, combat slide and rending strike for funnies... you can take out almost anything. Add in the ability to take two 5 foot or one 10 foot step, the ability to take an extra move action... you can roll up to your enemies unscathed, before unleashing something in the region of (15d8+30)/2 damage to every one of them... it's too much. Even clashing rocks doesn't do that much damage. Power Word bloody Kill can only take down one single person under 100 hit points. Oh, and you can never roll a low initiative, either. Add on some cool weapon properties...

It's too much. You're doing damage like a paticularly awesome wizard, tanking like a particularly awesome barbarian, and doing everything freaking else like a commoner.
Something, ANYTHING, that stops your sole purposes being "hit stuff" and "Don't die."

Xaotiq1
2013-03-06, 12:35 PM
All righty, Made the following revisions:
Removed the following completely:

AC Bonus: The provocateur receives a bonus to AC at 3rd level. This bonus improves by +1 every 3 Provocateur levels thereafter.

Altered the following:

Bonus Feats: At 4th level and every 4 class levels thereafter, the provocateur gains a bonus feat. They must meet all prerequisites for the feat, though they may treat their ability scores as 2 higher for the purposes of qualifying.
These feats must be drawn from feats with the [Fighter] descriptor.
Quickness (Ex): At 15th level, the provocateur may take an additional move action each turn.

Improved Quickness: When a provocateur reaches 19th level, their Quickness ability improves allowing them to take an 2 additional move actions each turn.

Furious Charge: A provocateur with this ability deals an additional 2 points of damage on every attack made at the end of a charge. It becomes 3 per attack when using a two-handed weapon. If you have 6 level of provocateur, you gain the ability to make a full attack at the end of a charge.

Whirling Attack: As a full-attack action, make a melee attack roll vs all opponents in reach. Those hit take full damage. Those missed take 1/2 damage unless they make a reflex save (DC= 10+1/2 BAB + Str Mod).

Weapon Specialization: Weapon damage increases 1 die (example: longsword that deals 1d8 goes to 2d8) for every 4 BAB. Applies to one weapon per point of Str mod (max=provocateur level). You must be 4th level or higher to learn this stunt.

And now for a few new stunts:

Quick As A Wink (Su); 5th: Once per encounter, you may teleport 50' as a standard action. If you have 9 level of provocateur, you can use this stunt as a move action. If you have 13 levels of provocateur, you can use this stunt as a swift action.

Erratic Charge; 1st: Make any number of direction changes during a charge.

Shield of Blades; 1st: Add 1/2 your BAB (Minimum 1) as a shield bonus to your AC if you are weilding a weapon in each hand or a two-handed weapon. NOTE: A shield or sield bash does not count as a weapon for the purposes of this stunt.

Rubble Rouser; 5th: Move up to your speed. Each square you pass, and any adjacent squares, become difficult terrain.

Redirect Shot; 9th: If you would be hit with a bow, crossbow, sling, or thrown weapon, you may, once per round as an immediate action, make an attack roll at your highest BAB. If you beat the attacker’s roll, the attack misses. If you beat the roll by 5 or more, you can redirect the attack to any legal target within 30’ of you.

Barbed Tongue; 1st: Make a Bluff check to which you add 1/2 your BAB. If the target fails a Will save vs your Bluff check, for every 5 points by which they fail the save, they lose an action on their next turn in the following order: Full-Attack, Swift, Move, Standard. This stunt only affects creatures the provocateur can communicate with.

Slip-Slidin' Away (Su); 9th: Gain freedom of movement as the spell.

Bullet-Time (Su), 16th: Your mind calms as you open your eyes. The world slows to a crawl around you allowing you time to plan your next moves. As a standard action, you may activate Bullet-Time and gain 2 rounds of apparent time in which to act freely. Normal and magical energy, gas, etc. can still affect you. During this time, other creatures cannot be affected by your abilities, stunts, spells, etc. Spells or effects that affect an area and have duration greater than Bullet-Time have their normal effect on other creatures once it ends. This stunt is very draining on the provocateur; and may not be used in consecutive turns. The provocateur must wait an hour before using this ability again, during which time they are fatigued. You must be 16th level or higher to learn this stunt.

Stalwart Sentinel; 8th: You add 1/2 your BAB to any Spot and listen checks. If you have a BAB of 8 or more, you gain blindsense out to 60' and blindsight out to 30'.

Know Your Enemy; 3rd: You gain the ability to make knowledge checks to identify monsters, even if you have no ranks in the appropriate skill. You gain =1/2 your BAB as a competence bonus on these checks. You must have a BAB of 6 or higher to learn this stunt.

Warning Shout; 1st: As a swift action, you make a call that can be heard for 10yds per provocateur level. Any allies affected by a sleep spell are instantly awakened. Allies who are flat-footed lose that condition if in range of your call.

Jormengand
2013-03-06, 02:38 PM
Weapon spec is still way too much - 6d12 greataxe? It's also way better on greataxes or even longswords than greatswords. What gives?

Wait, so now you can take TWO free move actions? Dude, the action economy. Please stop hurting it. What'd it ever do to you?

At 20th level, you can easily get a DC of 35 on that whirling attack. People do not have enough reflex to do anything about that. Again, other tricks such as disabling strike, adrenaline surge, combat slide and rending slide... if your wizard has any sense, you can paralyse everyone within 25 or so feet, deal 3 con damage and one hell of a lot of normal damage, and when your targets are helpless? Take out your scythe. It now has a 6* critical, thanks to deadly blow. Oh, and you can take it out as part of one of your three move actions. And then you can coup de grace the one guy who managed to survive your horrific damage. Or, if someone passed their reflex save, don't worry! Just swap your initiative count for your wizard's.

On that note, why would a sorcerer not take leadership and then make all his followers provocateurs, then give them all loads of dexterity, improved initiative and battle leader. If any of them rolls high initiative, they swap their initiative count with the sorcerer's. He then casts a really powerful spell, and moves. The second follower then has a turn, and swaps initiative with the sorcerer. The sorcerer then casts another spell, and moves a bit more. Repeat this process.

On the subject of sorcerers, some of these should really be (Su).

Basically, you've tried to fix the fighter. You've ended up making it better at hitting things. Great. Now make it able to do something else, and tone its excessive stuffhitting abilities DOWN. Also, only time thieves are allowed to screw with the action economy. Free move actions are bad, children.

Xaotiq1
2013-03-07, 09:23 AM
No offense meant, Jormengand, but tier 1 & 2 classes have been biblically and brutally violating the action economy ever since Time Stop. And as far as the damage that this class deals, isn't that what high level warriors are supposed to be dishing out?
I do have a few more stunts in post #18 that are not "Hit stuff better", but I was under the impression that the role of beatstick was just that; and that other classes did that better. Therefore, enhancing that ability was my prime objective. Now, thanks to your input, I have that down. So, what does the Provocateur need to be able to do other than "hit stuff" and "Don't die." :smallwink:

Oh! Also, I severely toned down, IMO, Weapon Specialization:


Weapon Specialization With one weapon per point of Str mod (max= provocateur level), you gain a bonus to damage rolls equal to your BAB. You must be 4th level or higher to learn this stunt.NOTE: This stunt replaces the feat of the same name.

Any other thoughts on how to make this class better. Perferrably with examples, and not just telling me that I'm not doing it right?

Jormengand
2013-03-07, 12:05 PM
No offense meant, Jormengand, but tier 1 & 2 classes have been biblically and brutally violating the action economy ever since Time Stop. And as far as the damage that this class deals, isn't that what high level warriors are supposed to be dishing out?
I do have a few more stunts in post #18 that are not "Hit stuff better", but I was under the impression that the role of beatstick was just that; and that other classes did that better. Therefore, enhancing that ability was my prime objective. Now, thanks to your input, I have that down. So, what does the Provocateur need to be able to do other than "hit stuff" and "Don't die." :smallwink:

Oh! Also, I severely toned down, IMO, Weapon Specialization:

Any other thoughts on how to make this class better. Perferrably with examples, and not just telling me that I'm not doing it right?

Time stop takes spell slots. Two free move actions every turn do not.

The thing I want to impress on you is that playing a fighter, as-is, is boring. Even uberchargers who can deal upwards of 500 damage per round, people who can brutally abuse rules to chuck their enemies at each other... they're one trick ponies. And their one trick is to hit something in a specific way.

You've basically taken that and narrowed it down even more. The battle plan is literally to get the biggest size and the longest reach weapon possible, take two move actions and a (furious) charge into the middle of the enemy, make a whirling attack, deal 3 CON damage, lots of weapon damage and paralysis to everything within reach, and then watch the rest of your party run up and coup de grace everything. Having mithral full plate (which is of course light armour) and some kind of magic item with SR is also a good idea. Add in your +7 untyped AC bonus... oh, and your swift action 50 foot teleport. In an AM field. Oh, and your person can't be held. And you're all but immune to ranged attacks. Oh, and YOU CAN TIMESTOP IN A DEAD MAGIC PLANE.

Basically, scrap all of these or at the very least make them freaking (Su) already.

You have made someone who

Xaotiq1
2013-03-07, 04:20 PM
Well, the next round of changes might send Jormengand into apoplectic shock. But here we go again.






*SARCASM, NO REAL OFFENSE MEANT.

Jormengand
2013-03-07, 05:23 PM
Well, the next round of changes might send Jormengand into apoplectic shock. But here we go again.

Seems... about the same as last time, with some abilities turned into (Su) abilities. So, you can't timestop in dead magic any more...

It's better, but it's still a T4 on steroids. Or if you have two-way tiering (power and adaptability) then it's 1D or 1E (earth-shatteringly good at one thing). By taking the right stunts, you can push it into 2C regions, which is... good enough.

Basically, this class is good in the hands of anyone who isn't trying to be really powerful.

Xaotiq1
2013-03-08, 01:16 AM
A tick more tinkering (and more to come). Toned down Bullet-Time a little. I hope that I clarified that you cannot use Debilitating strike in conjunction with Whirling Strike. I bumped the Con damage on Rending Strike down to 1. I'll be updating some more bits after I've gotten some sleep. Though I'm still somewhat lost on what to change, how specifically to change it, and how I can expand the stunt list without getting too crazy. Okay, until we meet again.

Djinn_in_Tonic
2013-03-08, 03:56 PM
Round 2 of critique!


Okay, as stated with my monk rewrite, everyone and I mean everyone has beat this horse til no corporeal undead could be raised from it. Well, I'm roughly 13 year's late to the party, so here goes.

Oh, and always, thanks very muchly in advance for any and all constructive criticism. Without further ado...

Provocateur

GAME RULE INFORMATION
provocateures have the following game statistics.
Abilities: Str>Con>Dex>Int/Wis/Cha.
Alignment: Any.
Hit Die: d10
Starting Age: As Barbarian
Starting Gold: 7d4x10 (175gp)

Class Skills
The Provocateur's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Cool. Gives a nice base skill list to help this guy out when combat isn't actively happening. I'm a little puzzled by the inclusion of almost all the social skills, but whatever. Everyone loves social skills.

Provocateur
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|
Stunts Known

1st|
+1|
+2|
+0|
+0|2nd Good Save|
3

2nd|
+2|
+3|
+0|
+0||
4

3rd|
+3|
+3|
+1|
+1|Uncanny Dodge|
4

4th|
+4|
+4|
+1|
+1|Bonus Feat|
5

5th|
+5|
+4|
+1|
+1|Level Headed|
5

6th|
+6/+1|
+5|
+2|
+2||
6

7th|
+7/+2|
+5|
+2|
+2|Improved Uncanny Dodge|
6

8th|
+8/+3|
+6|
+2|
+2|Bonus Feat|
7

9th|
+9/+4|
+6|
+3|
+3|Mettle OR Evasion|
7

10th|
+10/+5|
+7|
+3|
+3||
8

11th|
+11/+6/+1|
+7|
+3|
+3|Fancy Footwork|
8

12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Feat|
9

13th|
+13/+8/+3|
+8|
+4|
+4|Level Headed|
9

14th|
+14/+9/+4|
+9|
+4|
+4||
10

15th|
+15/+10/+5|
+9|
+5|
+5|Quickness|
10

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus Feat|
11

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Fast Healing (3)|
11

18th|
+18/+13/+8/+3|
+11|
+6|
+6||
12

19th|
+19/+14/+9/+4|
+11|
+6|
+6|Improved Quickness|
12

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

Class Features
All of the following are class features of the provocateur.

Weapon and Armor Proficiencies: The provocateur is proficient with all simple and martial weapons. They are proficient with light, medium, and heavy armors; as well as all shields (including tower shields).

2nd Good Save: At 1st level, an provocateur chooses either Reflex or Will saves. That category of save gains the “Good” progression. If they choose Reflex, the provocatuer receives Evasion at 9th level. If they choose Will, they get Mettle at 9th level.

Ooh. Nice. I like the way this works, and I especially like the way the choice comes back again at a later level.

Stunts: The provocateur always seems to have a trick up their sleeve. At first level, the provocateur gains access to these “stunts”. They begin with three stunts that they qualify for. At each even level, they gain a new stunt from the list. Unless stated otherwise, all stunts are extraordinary (Ex) abilities useable once per round per listed activation action. At 4th level, and every even level thereafter (6th, 8th, ect.) they can change any one stunt they know for another they qualify for.

We'll discuss these later.

Uncanny Dodge (Ex): At 3rd level, a provocateur retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If an provocateur already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Standard issue.

Bonus Feats: At 4th level and every 4 class levels thereafter, the provocateur gains a bonus feat. They must meet all prerequisites for the feat, though they may treat their ability scores as 2 higher for the purposes of qualifying.
These feats must be drawn from feats with the [Fighter] descriptor.

Alright. I'm not sure I like that they can treat their ability scores as higher: I don't think its necessary, and no other class that grants bonus feats can do that. Don't mess about with another system in this manner: it's easier and simpler to just give them their power and options elsewhere, and you have stunt system to do exactly that.

Level Headed (Ex): Any time your initiative roll comes up less than 11, it is instead treated as an 11. At 13th level, any initiative roll that comes up less than 15 is treated instead as a 15.

This is a wonderful little perk, although it may leave the Rogue or the Scout in the party feeling a bit upset. I still like it.

Improved Uncanny Dodge (Ex): At 7th level and higher, an provocateur can no longer be flanked. This defense denies a rogue the ability to sneak attack the provocateur by flanking him, unless the attacker has at least four more rogue levels than the target has provocateur levels. 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 level a rogue must be to flank the character.

Standard issue again. No problems here.

Mettle or Evasion (Ex): At 9th level a provocateur gains the benefit of either Mettle or Evasion depending on which save they chose to boost at 1st level.

Fancy Foot-work (Ex): Jack be nimble. Jack be quick. Jack, step in and finish off that grick! Too far away, pfffft!
The provocateur is able to take either a 2nd 5’ step per turn or take a 10’ step once per turn.

Taking a 10' step is exactly identical to taking two 5' steps. You don't need that extra clause.

Quickness (Ex): At 15th level, the provocateur may take an additional move action in a turn. If they do so, they can only take a single move OR standard action (no swift or full-attack actions either) on their next turn.

Oof. This is an ability I'm not sure about, as it is really strange against most opponents. Is a full attack possibility every other round even against an opponent who is moving away worth the loss of an action every other round? Probably, but I think a player would feel bad about using this option: having just one action in a round is never particularly fun, even if you got to move and make a full attack previously. As a player, I'd rather have a pool of X free move actions per day or per encounter, as then I always feel good about using one, and never hit the point where I'm upset that I did because I find I needed the extra action the next round more than I needed the full attack or extra move in the previous round.

Fast Healing (Ex): After 16 levels of being slammed, scratched, speared, sworded, poised, burned, frozen, etc. The provocateur's body has learned to bounce back quickly. A provocateur gains fast healing 3.

This still feels out of place. I'm not sure why you suddenly got the ability to fully heal after combats. It's not BAD, but it feels very out of place.

Improved Quickness: When a provocateur reaches 19th level, their Quickness ability improves allowing them to take a single additional standard action in a turn. If they do so, the provocateur can take no other action in the following turn except a single 5' step.

Like Quickness, I'm not sure that I'd feel good about every using this ability unless it effectively ended the fight. I'd have one turn of feeling great, but I'd be bored out of my skull on my next turn, and having nothing to do in a combat round is one of the worst feelings in D&D combat.

Provocateur Stunts

Adrenaline Surge(Su); 1st: The provocateur kicks into high gear and gains a +2 bonus to Str, Dex, and Con for 1 +1/ provocateur level rounds. This bonus increases by 2 for every 4 provocateur levels. This technique can be used once per encounter for every 4 levels of provocateur. The provocateur is fatigued for 1 hour after the duration expires.

So I have Rage, but better, and usable enough times per encounter to keep it going for the entire encounter, making me effectively better all the time. The duration, however, is low enough that it will never see use until level 4, at which point you'll effectively have 10+ rounds of +4 to all physical stats for the entire combat. Eventually every Provocateur will take this, because it will eventually become a 5/encounter 21-round +10 bonus to all physical stats, which is a bit crazy.

Ain't so big; 6th: You have mastered fighting creatures larger than you. A provocateur treats a creature as one size category smaller for the purpose of opposed checks used in combat maneuvers like grapple and trip. You must be 6th level or higher to learn this stunt.

Compare this to the ability directly above it: why would you ever take Ain't So Big when things like Adrenaline Surge are available? I could treat a creature as a size category smaller, or I could pick up a scaling ability that eventually gives me a +5 increase to all my important modifiers. The latter one is not only better in 99% of situations, but it's also always applicable, while Ain't So Big probably isn't.

I think a good solution might be to balance these stunts into tiers, much like a Warlock's Invocations. That was you can tailor the power of the tiers to better match each other.

Arrow Storm (Su); 4th: Gain Arrow Storm as a spell-like ability useable once per day per 4 points of BAB.

This would be a very good ability were it not limited to so few times a day. With the number of other stunts available, this one will probably be overlooked by most players in favor of more consistent abilities.

Battle Leader; 1st: You can, as a swift action once per encounter, switch initiative counts with any willing ally; even if that ally has already acted. This ability does not work on flat footed allies or allies that cannot see or hear you. If you have six levels of provocateur, switch the initiative counts of any two, willing allies.

...urgh. I'm okay with White Raven Tactics, because that gives an ally another turn. This effectively denies someone at the game table a turn they'd otherwise get to take (even if that person is you): once you hit level 6, it basically takes your worst combatant's turn and gives it to the best combatant, so one person who already wasn't feeling that effective in combat now gets even less screen time. I can't endorse that design.

Blade Storm (Su); 4th: Gain Blade Storm as a spell-like ability useable once per day per 4 points of BAB.

See my comment on Arrow Storm, except this is even worse because you're less likely to be surrounded by that many opponents.

Clever Moves; 4th: You deal damage equal to 1/2 your provocateur level to opponents that would also be subject to sneak attack. You must be 4th level or higher to learn this stunt.

Hm. Minor damage boost. Nothing special. Might be worth it, depending on the other stunts available. Could probably be full provocateur level without causing to many problems.

Combat Slide; 1st: When someone misses the provocateur with a melee attack, she may use a free action to take a 5-foot step. This stunt can be used up to 1/4 your BAB (minimum 1)times each turn.

Interesting. Effectively renders you immune to attack routines from foes without reach if they miss you early on, but that's probably not a huge deal, as I think other abilities do similar things. I'd probably limit this to once per turn, or once per enemy per turn though.

Dazzling Blade; 1st: The provocateur may, as a standard action, position their blade in a precise manner, dazzling all creatures within 30 feet. A successful Fortitude save negates this effect. The save DC is 10 +1/2 BAB +Str mod. If you have 9 or more levels of provocateur, you blind opponents instead.

...I find this odd that this works both underground and in complete darkness. :smalltongue:

You should also state how long the effect lasts, and I might tie the save to Dexterity rather than Strength: it's about precise placement, not raw physical force.

Deadly Blow; 10th: The provocateur's critical multiplier for all weapons increases by 1. This stunt stacks stacks with abilities such as Keen and Improved Critical.

Seems alright. Might be extremely powerful in edge cases of crit-stacking, but I'm not making builds specifically to test this one stunt.

Deceptive Blade; 1st: When the provocateur feints in combat, she may also draw a weapon in the same action as the feint. If the feint is successful, the target is flat-footed until the end of the provocateur's next turn.

Cool.

Devastating Blow; 5th: The provocateur knows how to more effectively deal with creatures that have strange anatomies. The provocateur can affect creatures normally immune to critical hits, though you confirm critical hits with a -4 penalty to your roll.

This would be a questionably useful power (due to its very limited scope of effect) even if your full bonus applied on the confirmation roll. As it is it's just a non-optional compared to the other, better talents.


Disabling Strike; 1st: As a standard action, you can strike at vital points or use your environment to cause a variety of ailments and hindrances based on your Provocateur level to affect one opponent. Creatures that would be unaffected by sneak attack damage are immune to this stunt's effects. The table below indicates your capabilities:
{table=head]Base Attack Bonus|Status Effect
1-4Dazed
5-9Staggered
10-14 Blind
15-19 Stunned
20Paralyzed[/table]
A successful Will save (DC=10+1/2 BAB+Str mod) negates the status effect, but the target takes the damage regardless.


I'd still concerned about the ability to stagger, blind, stun or paralyze opponents with a reliable strike every round. You also really need to list durations for these effects.

Disrupting Strike 5th: As a full-round action, an provocateur can make one melee attack against each enemy adjacent to her. If she hits, the attack deals no damage, but each enemy hit takes a -5 penalty to all attack rolls, ability checks, and skill checks until the start of the provocateur's next turn.

Hm. Without any other effect this probably isn't worth your full-round action, as it does nothing to actively help you win: all it does is decrease the chances you'll be hit. Unless you're in the middle of a group of enemies intent on killing an important ally, you probably have better things to do with your actions, like killing things.

Dueling Blade; 1st: When fighting defensively, or using the Combat Expertise feat, and wielding a light or 1-hand weapon, a provocateur may spend an attack of opportunity to make a single melee attack against an opponent who fails to hit them. These attacks ignore the penalty for fighting defensively, but cannot be made if the provocateur has no AoO's remaining.

Cool. You'll want to specify the attack bonus this attack is made at. I'd also be careful, since Robilar's Gambit is considered a strong feat, and this is far stronger, as you can boost your defense by a huge amount and possibly make MORE attacks than you could with a full attack action, and at a higher base attack bonus. I'm concerned this option is simply to good across the board.

I'm also curious as to why this works against ranged attacks.

Exploding Critical; 12th: On a confirmed critical hit, a provocateur deals an addition 1d8 damage per 3 class levels if they succeed on a level check (DC=target's hit dice).

Alright. I'm not sure the level check is necessary, honestly. Seems like just more dice to roll.

Furious Charge, 1st: A provocateur with this ability deals an additional 2 points of damage on every attack made at the end of a charge. It becomes 3 per attack when using a two-handed weapon. If you have 6 level of provocateur, you gain the ability to make a full attack at the end of a charge.

The level 6 ability is the only reason to take this. Then again, it's very good. So maybe just cut the extra damage and make this ability just be Pounce, available at level 6.

Grasping Shield, 1st: Once per round, she may make a free disarm attempt against any enemy that makes a melee attack that misses her. The disarm attempt counts as an attack of opportunity and does not provoke attacks of opportunity.

...do you have to be using a shield for this to work, or is that just a name? Anyway, I like this ability.

Gruesome Riposte; 10th: The provocateur may take an immediate action to attack an enemy who has successfully struck her in melee. This attack is assumed to happen after the successful attack, so she cannot use this ability if the attack would put her below 0 hit points, nor does dropping her enemy below 0 hit points prevent the attack from hitting. Each attack the provocateur answers in this fashion uses up one of their attacks of opportunity.

This is good, but it's better to take Dueling Blade and fight defensively. That being said, I think this ability is much better balanced, especially with the 1/round limitation that the immediate action necessitates.

Initiation Rights; 2nd: provocateur levels count as full initiator levels.

Spiffy. Any reason why this is limited to 2nd level?

Interrupting Throw; 1st: The provocateur can throw a light or 1hand weapon at any foe w/in 10’ who performs an action which provokes an attack of opportunity. This uses up one of the provocateur’s AoO’s. The provocateur must either have the weapon in hand or the quick draw feat.

I quite like this ability. That said, I just realized that many of these stunts basically mandate that the character take Combat Reflexes as a feat. Maybe you should just give that to them for free? 'cause I assure you that any person taking this class WILL have Combat Reflexes if they're not completely oblivious to decent character builds.

Interrupting Arrow; 1st: The provocateur can make a make a ranged attack with a bow or crossbow at any foe within 30’ who performs an action that provokes an attack of opportunity. This uses one of the provocateur’s attacks of opportunity.

This ability is also fine, but I'm starting to worry about the number of ways a provocateur can get free attacks...it seems REALLY easy to use up all your attacks of opportunity with this class.

Iron Jaw; 1st: The provocateur can resist damage better than most. Once per encounter and once again for every 6 provocateur levels, you may make a Fortitude save (DC= damage dealt) after a lethal attack lands. If you are successful, that damage turns into non-lethal damage.

Not as useful as it sounds: non-lethal damage puts you down just as fast as lethal. This can, however, enable some provocateurs (constructs and undead, among others) to flat-out negate damage. Maybe have this provide DR X/- against an incoming attack, where X is your provocateur level +2 or something? Less die-rolling, and a bit simpler in concept.

Provoke Attack; 1st: The provocateur causes an enemy to focus on her. As a standard action, the provocateur makes a melee attack against a creature. If the attack is successful, the target takes a -4 penalty to attacks made against targets other than the provocateur for 1 round per provocateur level. Each time the target attempts to attack a target other than the provocateur, the penalty increases by 2.

If they attack you, does the penalty reset? If not, this is a crippling maneuver. I'd also rather see this ability allow a save of some kind, as it can inflict huge penalties.

Additionally, what if two provocateurs both use this ability on you at the same time? What happens then?

Maneuver Mastery; 8th: You may add 1/2 your provocateur level as a competence bonus to any opposed roll to bull rush, disarm, feint, grapple, overrun, sunder, or trip. You no longer take AoO’s for initiating any of these combat maneuvers.

Always take this instead of Ain't So Big. Always. This is very powerful, and the equivalent of over seven feats. Seven mediocre feats, but seven feats nonetheless. Probably needs a drop in power.

Pendulum Strike; 6th: As a full-attack action, make a melee attack against a single target. If the attack is successful, roll your weapon damage once for each iterative attack. Each damage roll after the initial is made with a cumulative -2 penalty.

...um, what? What? No one will ever full attack again, as the first attack is 25% more likely to hit than the next best attack. If your hit routine is, say, 85/60/35/10% likely to hit for 40 points of damage, having an 85% chance to hit for (40 + 38 + 36 + 34) damage is ALWAYS better than having your damage be full damage but having a significantly lower chance to hit. This will be taken by everyone.

Also, how does this interact with critical hits?

Ranged Shield Block; 5th: When using the Shield Block technique, the provocateur may block one ranged attack or ranged touch attack each round. This stunt cannot block area attacks, nor can it block effects that do not deal hit point damage. The provocateur must have a shield in hand and the shield block technique to choose this technique. Use of this technique expends one of the provocateur’s attacks of opportunity.

Warning: this can be effective immunity to ranged attacks when facing down a single opponent. Just a heads up. Might be intentional.

Reflective Blade (Su); 14th: A provocateur may, as an immediate action, make an attack roll to reflect a spell or power that would strike her back at the caster. The attack roll must be higher than the caster’s level check result. The spell or power must be a touch attack spell or power, either ranged or melee. The provocateur makes a ranged touch attack to determine if the spell successfully strikes the target. The provocateur must be at least 14th level to select this technique.

...I'm on the fence here. On the one hand, you're attack bonus is so high that basically no caster ever can beat it with a caster level check. That's an issue. On the other hand it's a really nice defense, and fighters need nice things.

I'd like to see the opposed check reduced to more equal footing, so this becomes more of a gamble for both parties, and less of a case of "well, never hit the Provocateur with a ranged touch spell. It'll NEVER work.

Rending Strike; 3rd: You deal 1 points of Con damage on each successful attack made with a piercing or slashing weapon. Fortitude negates (DC= 10+1/2 BAB+Str mod).

This seems fine. Potentially out of control with a two-weapon fighting build and certain feat chains and/or other stunts, but I'm not overly concerned. To many other stunt options are far superior.

Second Skin; 6th: Armor you wear counts as 1 category lighter (to a minimum of light). Add +2 to the Max Dex, decrease the ACP by 2, decrease the ASF by 10%increase the speed by 10', and remove any penalties to run speed.

...and the kitchen sink. :smalltongue:

That said, no issue here. Odd that you can't get this before level 6 though.

Shield Block; 1st: The provocateur may block one melee attack, against her by making an attack roll. If her attack roll is higher than the attack roll she is attempting to block, the attack misses. The provocateur must have a shield in-hand to use this technique. Use of this technique expends one of the provocateur’s attacks of opportunity.

Ooh! Now this makes sense. You need this stunt to take Ranged Shield Block, so it's not automatic immunity. I approve of that, but I don't approve of needing one to take the other. Just allow one ability to work for both. No other stunt has prerequisites like that.

...probably a bit strong though, given that everyone will be taking Combat Reflexes. You'll be negating a LOT of attacks.

Superior Finesse 1st: You can apply your Dex modifier to damage rols made with finesse weapons. You must have the weapon finesse feat to choose this stunt.

Nice. Not sure it's worth one of my 14 stunts, but I like it. It not being worth it is mainly due to the other truly powerful options that exist, not a flaw with this stunt particularly.

Toppling Strike, Improved; 4th: If the provocateur's weapon has the Trip special feature, she may use it to make a single attack at her full base attack bonus as a standard action. If the attack hits, it deals damage normally and the provocateur can make a free trip attack (using her full base attack bonus) against the same foe. If she successfully trips that foe, she may make an additional trip attack (using her full base attack bonus) against another foe within reach and adjacent to the first foe. As long as she successfully trips her foe, she may continue to make trip attempts against foes adjacent to the previous foe, so long as they are within her reach. She does not provoke attacks of opportunity for these trip attempts. A provocateur must have the Toppling Strike and Weapon Special (Trip) techniques before selecting this technique.

Toppling Strike; 2nd: If the provocateur’s weapon has the trip special feature; she may use it to make a single attack at her full base attack bonus as a standard action. If the attack hits, it deals damage normally and the provocateur can make a free trip attack (using her full base attack bonus) against the same foe. She does not provoke an attack of opportunity for this trip attempt. An provocateur must have the Weapon Special (Trip) technique before selecting this technique.

Again, I don't like the stunts that require other stunts, as you use that formula so rarely. Also, with Maneuver Mastery and Improved Trip this is severely problematic. You get to make a normal attack on an opponent, deal normal damage, trip them with up to a +14 bonus on top of everything else, and then hit them again because of Improved Trip. One standard action = tripping and two attacks.

With Improved Toppling Strike this becomes a trip and two attack against ALL ADJACENT OPPONENTS as a standard action. Quite a lot of lock-down potential there.

Definitely worth the feat and the stunts it requires.

Trade Blows; 10th: When fighting defensively, or using the Combat Expertise feat, a provocateur may spend an attack of opportunity to make a single melee attack against an opponent regardless of whether the opponent's attack hits. This attack is resolved immediately after the opponent's attack. If multiple opponents attack the provocateur, each attack she makes must be against the enemy that triggered it. All such attacks incur the penalty for fighting defensively, but are an exception to the rule that you cannot attack during the total defense action.

...so now Dueling Blade gives you attacks at your full bonus if they miss you, or at a penalty if they hit you? I'm serious concerned. Your attack advantage over your opponents is absurd, and with a high Dex provocateurs are potentially making WAY to many attacks. Which could all be trip attacks (and thus really potent lock-down) with Improved Trip and Maneuver Mastery.

Twin Strike: When making a single standard attack and wielding two weapons or a weapon and shield, the provocateur may attack with both at the normal penalties for two-weapon fighting. She may also utilize this ability when making attacks of opportunity, but not for any other special attacks, unless specifically stated otherwise. The provocateur must be at least 8th level to choose this technique.

What I mentioned in the comment above, but x2 as bad. :smalleek:

Two-Handed Throw: The provocateur gains the ability to throw a 2-hand weapon as a standard action. The range increment is 10 ft.

Never worth it. I want that sword to cut people with.

Weapon Focus; 1st: With a number of weapons equal to your Str mod (max=provocateur level, minimum 1), you gain a pool of points equal to 1/3 your BAB. These points can be added to any attack made with your chosen weapons. Your pool refills after each encounter.

With no minimum for the pool, this starts at a pool of 0 points. That said, a maximum of 6 +1 bonuses over an entire encounter is pathetic compared to the huge bonuses (+5 and greater) that I can get from other stunts. You'll see this one skipped almost all the time.

Weapon Special; 2nd: The provocateur may assign one of the following specials to her mind blade when she shapes her mind blade: brace, trip, or disarm. She may change the assigned ability by reshaping her mind blade. This technique may be taken more than once, allowing the provocateur to assign multiple abilities at once.

Again, we don't HAVE a mindblade. Putting this feature in strictly for multi-classing Soulknives is strange.

Weapon Specialization; 4th: You add 1/2 you provocateur level to damage rolls with one weapon per point of Str modifier (max= provocateur level).

Strictly better than the ability that does the same for foes who could be hit by sneak attack. The bonus is currently the same, but this option is far better.

Whirling Attack: As a full-attack action, make a melee attack roll vs all opponents in reach. Those hit take full damage. Those not struck directly take 1/2 damage unless they make a reflex save (DC= 10+1/2 BAB + Str Mod).

This one is probably okay.

Again, some cool ideas here. You're really not considering the implications of stunt interaction though, nor are you currently anywhere close to balancing the stunts against each other. As suggested, I'd adopt a stunt tier system to help with balance, and I'd make sure you really look into the possibilities when stunts are combined with each other, with feats, and with a high number of Opportunity Attacks each round.

Xaotiq1
2013-03-10, 11:52 PM
Made some serious overhauls. Made some minor tweaks. Got some inspiration from thus thread on minmaxboards: http://www.minmaxboards.com/index.php?topic=1235.0

Big ups to Kethrian for the use of their intellectual-type property. Let's see if we're remotely close to that high tier4/low tier 3 mark! YAY! And thank you again for PEACHing.

Xaotiq1
2013-06-18, 01:39 PM
So, I'm back in the saddle in regard to D&D homebrew. From the back of my steed, I see that I left some things unfinished here. I made a couple small changes; but I'm lookin' to round up a posse to help me balance out my stunts and maybe set up a better tier system than "You must be able to hit X Armor Class to play." ANY takers??

Xerlith
2013-07-16, 08:35 AM
You may want to add level/BAB requirements for the Stunts to avoid dipping early for some OPness.
Also, if you do so, the first and second level might use a little boon. Bonus feat at 1st is pretty bleak, but sadly the best I can think of now.