NeverAsPlanned
2013-07-15, 05:02 PM
so I've been mulling on this idea for while now but only recently have i actually finished it.
I love new ideas, and I deeply appreciate comments, as the goal of me posting it is to balance it.
so before I start, its VERY important that someone using this class keep track of who rolled what for initiative, as this class has this tendency to shuffle around on the turn order...
some people accomplish there goals by sneaking around, some by overpowering the situation, and some through unstoppable arcane magic. when someone becomes powerful enough that they can claim to be unstoppable, how do you win? simple, one must strike first. this is the goal of the Blaze Knight, it is to be the first one in, and therefore be the first one done. to be a Blaze Knight, one must be disciplined and Able.
Entry requirements:
Base Attack Bonus: +5
Feat: improved initiative, Lightning Reflexes.
Special: must have a land speed of 40 if medium, 30 if small(be it from a class, or innate).
Blaze Knight
{table=head]Level|BAB|Fort|Ref|Will|Special |
land speed increase
1st|+1|+0|+2|+0|Fast As Lightning, Ever Faster|
10
2nd|+2|+0|+3|+0|Blazing Blitz 1/d, Burning Speed|
10
3rd|+3|+1|+3|+1|Evasion, Rev Up|
10
4th|+4|+1|+4|+1|Blazing Blitz 2/d, Ever Faster|
20
5th|+5|+1|+4|+1|Sucker Punch|
20
6th|+6|+2|+5|+2|Blazing Blitz 3/d|
20
7th|+7|+2|+5|+2|What the Hell Was That?, Ever Faster|
30
8th|+8|+2|+6|+2|Blazing Blitz 4/d, Strike From Everywhere|
30
9th|+9|+3|+6|+3|Improved Rev up, Overdrive|
30
10th|+10|+3|+7|+3|Blazing Blitz 5/d, Ever Faster|
40
[/table]
Alignment: Any Non-Chaotic
Hit Die: 1d8
Class Skills:
Balance, Climb, Escape Artist, Intimidate, Jump, Listen, move silently, search, spot, tumble, use magic device
Skill Points at Each Level: 4 + Int modifier
Ever Faster- the more you do something, the better you become. a blaze Knight gets a +1 bonus to initiative and Reflex, and +10 to land speed at lv 1, and every three levels after (1,4,7,10)
Fast as lightning- as long as a blaze Knight does not wear medium or heavy armor, he gains a bonus to his Deflection AC equal to his wisdom modifier. This effect is ignored if he is immobilized.
Blazing Blitz- a blaze knight can sneak in an extra attack every now and then. Whenever a rogue may legally make a sneak attack, a blaze knight can expend one use of his Blazing Blitz to make an additional attack at his full base attack bonus -5. This extra attack does an additional 1d6 dmg in fire damage equal to half his class level rounded down. Sneak attack, sudden strike, skirmish, or any other form of bonus damage not originating from this class may not be applied to this attack. for purposes of determining how many attacks you can make a turn, this cannot be used on the same turn you make an attack from a Haste Effect. however you may forgo any attack from a haste effect to use this instead for that turn.
Evasion: as rogue, if you already have evasion from another class, this becomes Improved evasion.
Burning Speed- in a surge of speed, a Blaze lord can set there attacks ablaze, at the cost of speed. a blaze Knight may decrease his own initiative to do additional damage for a single attack. By spending one point of initiative, he may add 1d4 damage to his next attack, by spending 2 more, he may add a second 1d4, by spending 3 more, he may add another 1d4, and finally by spending 4 more he may add another 1d4. This increases to 1d6’s at lv 5. If this would cause his turn to lower in the turn order, he finishes his turn as normal, and his position does not change until the end of the Round. All damage added by this effect is considered Fire damage.
Rev up- at the beginning of each turn, a Blaze knight’s initiative increases by 2, the beginning of the turn marked by the person with the highest initiative. If this would raise his action to above someone else’s in the turn order, finish the turn, then do so. This effect is ignored if wearing medium or heavy armor, or is carrying a medium or heavier load. This number increases to 4 at lv 9.
Sucker punch- if a Blaze knight is in range of anyone who is attempting to cast, the Blaze knight can burn 4 points of his initiative to make an attack at his full Base Attack Bonus. If he hits, the spell is lost and no check can be made to recover it(such as a concentration check). If this would cause his turn to lower in the turn order, he finishes his turn as normal, and his position does not change until the end of the Round.
What the Hell Was That?- if a Blaze Knight moves at least 30ft or more in a turn, he does not trigger any traps in those areas he crosses(except caltrops), and cannot be spotted with a spot check. In addition if he runs at least 30ft, he may run up a wall as if it was flat terrain(so long as he keeps running at full speed, he may continue to run up the wall, the moment he does not move at least 30ft, he must catch something on the wall or fall)
Strike From Everywhere- during a full round attack, a Blaze Knight can take a 5ft step between each attack, these movements do not provoke an attack of opportunity, and he is considered to occupy any space he steps in until the end of the turn(meaning he can flank with himself)
Overdrive- a blaze Knight may decrease his initiative by 20 to take another turn immediately after this one(this effect is a free action). After the free turn, If this would cause his turn to lower in the turn order, he finishes his turn as normal, and his position does not change until the end of the Round. If the Blaze knight is over lv 15, then instead the benefit becomes the effect of a Stop Time spell effect.
so edits...
thank you for your input.
Requirements: boosted to BAB 5, removed "fire" req, and added Lightning Reflexes to requirements.
Muscle memory:Removed
Just that fast: removed (I should probably stop keeping track of removed things...)
Fast as lightning: made it based on Will instead of Reflex save as i technically don't have any stats assigned to anything.
also as AC boost isn't based on reflex save anymore, i think its ok to make refles the Good save now...
Blazing blitz: the point WAS to get another attack in, so for now i dropped it from full BAB to BAB-5. will make more deductions/changes if necessary. also added a note about haste effect so then you can just load up on tricks and get a million attacks in...
lets start from there and keep scaling back.
I love new ideas, and I deeply appreciate comments, as the goal of me posting it is to balance it.
so before I start, its VERY important that someone using this class keep track of who rolled what for initiative, as this class has this tendency to shuffle around on the turn order...
some people accomplish there goals by sneaking around, some by overpowering the situation, and some through unstoppable arcane magic. when someone becomes powerful enough that they can claim to be unstoppable, how do you win? simple, one must strike first. this is the goal of the Blaze Knight, it is to be the first one in, and therefore be the first one done. to be a Blaze Knight, one must be disciplined and Able.
Entry requirements:
Base Attack Bonus: +5
Feat: improved initiative, Lightning Reflexes.
Special: must have a land speed of 40 if medium, 30 if small(be it from a class, or innate).
Blaze Knight
{table=head]Level|BAB|Fort|Ref|Will|Special |
land speed increase
1st|+1|+0|+2|+0|Fast As Lightning, Ever Faster|
10
2nd|+2|+0|+3|+0|Blazing Blitz 1/d, Burning Speed|
10
3rd|+3|+1|+3|+1|Evasion, Rev Up|
10
4th|+4|+1|+4|+1|Blazing Blitz 2/d, Ever Faster|
20
5th|+5|+1|+4|+1|Sucker Punch|
20
6th|+6|+2|+5|+2|Blazing Blitz 3/d|
20
7th|+7|+2|+5|+2|What the Hell Was That?, Ever Faster|
30
8th|+8|+2|+6|+2|Blazing Blitz 4/d, Strike From Everywhere|
30
9th|+9|+3|+6|+3|Improved Rev up, Overdrive|
30
10th|+10|+3|+7|+3|Blazing Blitz 5/d, Ever Faster|
40
[/table]
Alignment: Any Non-Chaotic
Hit Die: 1d8
Class Skills:
Balance, Climb, Escape Artist, Intimidate, Jump, Listen, move silently, search, spot, tumble, use magic device
Skill Points at Each Level: 4 + Int modifier
Ever Faster- the more you do something, the better you become. a blaze Knight gets a +1 bonus to initiative and Reflex, and +10 to land speed at lv 1, and every three levels after (1,4,7,10)
Fast as lightning- as long as a blaze Knight does not wear medium or heavy armor, he gains a bonus to his Deflection AC equal to his wisdom modifier. This effect is ignored if he is immobilized.
Blazing Blitz- a blaze knight can sneak in an extra attack every now and then. Whenever a rogue may legally make a sneak attack, a blaze knight can expend one use of his Blazing Blitz to make an additional attack at his full base attack bonus -5. This extra attack does an additional 1d6 dmg in fire damage equal to half his class level rounded down. Sneak attack, sudden strike, skirmish, or any other form of bonus damage not originating from this class may not be applied to this attack. for purposes of determining how many attacks you can make a turn, this cannot be used on the same turn you make an attack from a Haste Effect. however you may forgo any attack from a haste effect to use this instead for that turn.
Evasion: as rogue, if you already have evasion from another class, this becomes Improved evasion.
Burning Speed- in a surge of speed, a Blaze lord can set there attacks ablaze, at the cost of speed. a blaze Knight may decrease his own initiative to do additional damage for a single attack. By spending one point of initiative, he may add 1d4 damage to his next attack, by spending 2 more, he may add a second 1d4, by spending 3 more, he may add another 1d4, and finally by spending 4 more he may add another 1d4. This increases to 1d6’s at lv 5. If this would cause his turn to lower in the turn order, he finishes his turn as normal, and his position does not change until the end of the Round. All damage added by this effect is considered Fire damage.
Rev up- at the beginning of each turn, a Blaze knight’s initiative increases by 2, the beginning of the turn marked by the person with the highest initiative. If this would raise his action to above someone else’s in the turn order, finish the turn, then do so. This effect is ignored if wearing medium or heavy armor, or is carrying a medium or heavier load. This number increases to 4 at lv 9.
Sucker punch- if a Blaze knight is in range of anyone who is attempting to cast, the Blaze knight can burn 4 points of his initiative to make an attack at his full Base Attack Bonus. If he hits, the spell is lost and no check can be made to recover it(such as a concentration check). If this would cause his turn to lower in the turn order, he finishes his turn as normal, and his position does not change until the end of the Round.
What the Hell Was That?- if a Blaze Knight moves at least 30ft or more in a turn, he does not trigger any traps in those areas he crosses(except caltrops), and cannot be spotted with a spot check. In addition if he runs at least 30ft, he may run up a wall as if it was flat terrain(so long as he keeps running at full speed, he may continue to run up the wall, the moment he does not move at least 30ft, he must catch something on the wall or fall)
Strike From Everywhere- during a full round attack, a Blaze Knight can take a 5ft step between each attack, these movements do not provoke an attack of opportunity, and he is considered to occupy any space he steps in until the end of the turn(meaning he can flank with himself)
Overdrive- a blaze Knight may decrease his initiative by 20 to take another turn immediately after this one(this effect is a free action). After the free turn, If this would cause his turn to lower in the turn order, he finishes his turn as normal, and his position does not change until the end of the Round. If the Blaze knight is over lv 15, then instead the benefit becomes the effect of a Stop Time spell effect.
so edits...
thank you for your input.
Requirements: boosted to BAB 5, removed "fire" req, and added Lightning Reflexes to requirements.
Muscle memory:Removed
Just that fast: removed (I should probably stop keeping track of removed things...)
Fast as lightning: made it based on Will instead of Reflex save as i technically don't have any stats assigned to anything.
also as AC boost isn't based on reflex save anymore, i think its ok to make refles the Good save now...
Blazing blitz: the point WAS to get another attack in, so for now i dropped it from full BAB to BAB-5. will make more deductions/changes if necessary. also added a note about haste effect so then you can just load up on tricks and get a million attacks in...
lets start from there and keep scaling back.