Jormengand
2013-08-13, 01:20 PM
Hello, and welcome to this week's Fighter fix... well, not quite. What I have made is a class which doesn't use Maneuvers (though I suppose it technically could use some), and shouldn't come out sucking too hard. Instead, each weapon, shield, and "Style" (such as "Ranged" or "Weapon and Shield") has its own set of "Masteries" which allow the Battlemaster to use a potentially massive selection of abilities which could easily require the Big Bad to get inventive in a hurry.
Depending on the superfluity of what you allow an (Ex) ability to do, this could easily reach as high as Tier 2, because when you add up all the weapons and multiply it by 4, that's a LOT of abilities the Battlemaster can pull that the player probably doesn't even know he can do, let alone the poor monsters.
There is only one problem! Well, apart from the fact that no-one's actually checked it yet, but there is only one other problem (that I can think of!)! If you multiply the number of weapons by four, add three times the number of shields and stick on a few more for Styles, that's more than I'm ever going to write. So, Playground, your homebrewer needs YOU:
To suggest balance/flavour/etc. improvements.
To write most of the Masteries for me.
The Battlemaster
Alignment: Any
Hit Die: 1d12
Class Skills:
Class Skills
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|1st Weapon Mastery
2nd|+2|+3|+3|+3|Bravery
3rd|+3|+3|+3|+3|Might of Terra
4th|+4|+4|+4|+4|1st Shield Mastery
5th|+5|+4|+4|+4|Chain 2 Masteries, 1st Style Mastery
6th|+6/+1|+5|+5|+5|Bravery
7th|+7/+2|+5|+5|+5|2nd Weapon Mastery
8th|+8/+3|+6|+6|+6|Speed of Aer, Chain 3 Masteries
9th|+9/+4|+6|+6|+6|Power of Ignis
10th|+10/+5|+7|+7|+7|Bravery, 2nd Style Mastery
11th|+11/+6/+1|+7|+7|+7|Surge of Aqua, Chain 4 Masteries
12th|+12/+7/+2|+8|+8|+8|2nd Shield Mastery
13th|+13/+8/+3|+8|+8|+8|3rd Weapon Mastery
14th|+14/+9/+4|+9|+9|+9|Bravery, Chain 5 Masteries
15th|+15/+10/+5|+9|+9|+9|3rd Style Mastery
16th|+16/+11/+6/+1|+10|+10|+10|Coldness of Umbra
17th|+17/+12/+7/+2|+10|+10|+10|Chain 6 Masteries
18th|+18/+13/+8/+3|+11|+11|+11|Clarity of Lux, Bravery
19th|+19/+14/+9/+4|+11|+11|+11|4th Weapon Mastery
20th|+20/+15/+10/+5|+12|+12|+12|Judgement of Aetheris, Chain 7 Masteries, 4th Style Mastery, 3rd Shield Mastery[/table]
Class features:
The following are class features of the Battlemaster:
Weapon and Armour Proficiency: The Battlemaster is proficient with all Simple and Martial weapons, as well as all listed Exotic weapons (thus, all that can ever be obtained barring exceptional circumstances) and all siege engines. He is similarly proficient in all armour and shields, including tower shields.
Masteries (Ex): At First level, and every Sixth level thereafter, the fighter may use a new Mastery for his equipped weapon or weapons, or for unarmed strike if he has a hand free. At Fourth level, and every Eighth level thereafter, he may use a new Mastery for his equipped shield if he has one. At Fifth level, and every Fifth level thereafter, he may use a new Mastery for the Style he is using - his Style is determined by what type of weapon he is wielding; this is specified clearly in the Style Mastery description.
He need never choose a specific Mastery Set to advance in for any of these categories, he always knows all Masteries available to a Battlemaster of his level (meaning that a first level Battlemaster therefore knows the first level Masteries of all weapons), but they only function so long as he is wielding the correct weapon, shield or Style.
Alternatively, he may attempt to use a sufficiently close equivalent to the required weapon, shield or Style (This may be specific to the mastery, not just the weapon - one cannot flail a torch around your head in quite the manner that one would a Battle Poi, but it seems reasonable that it would show equal utility in setting things alight). If he does this, he suffers a -4 improvisation penalty on the attack roll (if there is one), which also stacks with the normal penalty if the weapon really is improvised! As such, it is not uncommon for a Battlemaster to carry a small armoury of weapons and shields with him!
Most importantly, however, it should be noted that due to the amount of skill and perfect timing required to pull a Mastery off in combat in the first place, there is a limit to the number of Masteries you can use in one turn. Until the Battlemaster gains Chain Masteries, you may only use one, but you regain the ability to do so after the beginning or the end of your turn. For the purposes of these limits, readied Masteries are counted as taking place when you ready them, not when the Mastery actually takes effect.
Bravery (Ex): Starting at Second level, a Battlemaster gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Also, if he is still affected by a fear effect at the beginning of his turn, he may attempt a new will save. Success removes the effect, failure does nothing.
Might of Terra (Ex): At Third level, the Battlemaster has managed to survive being at the centre of the fight, and his body becomes accustomed to it by becoming as tough as the world itself. Due to this, he gains a permanent +4 bonus to his Constitution score, exactly as though he had gained it from a template or through leveling up.
Chain Masteries (Ex): At Fifth level, and every Third level thereafter, the per-round limit on Masteries is increased by one, allowing the Battlemaster to combine multiple Masteries as a single Attack, over multiple Attacks of a Full-Round Attack Action, or potentially as two effects which both affect him or an ally at once. If he so desires, he may use the same Mastery multiple times. In any case, Masteries stack unless there is a specific reason for them not to.
Speed of Aer (Ex): At Eighth level, the Battlemaster has refined his skill at performing the most graceful of dodges, or else firing volleys at the foe from afar, with arrows or his own body flying about the battlefield as swift as the wind. Either way, he gains a permanent +4 bonus to his Dexterity score, exactly as though he had gained it from a template or through leveling up.
Power of Ignis (Ex): At Ninth level, the Battlemaster learns to make crushing attacks which only the fury of flame can match. As such, he gains a permanent +4 bonus to his Strength score, exactly as though he had gained it from a template or through leveling up.
Surge of Aqua (Ex): At Eleventh level, the Battlemaster has been forced to make quick decisions in battle, and the answer often comes as clearly as a crashing tide of water. In essence, he gains a permanent +4 bonus to his Intelligence score, exactly as though he had gained it from a template or through leveling up.
Coldness of Umbra (Ex): At Sixteenth level, the Battlemaster has seen many battles, and truly realises the bleak darkness of war. Through this, he gains a permanent +4 bonus to his Wisdom score, exactly as though he had gained it from a template or through leveling up.
Clarity of Lux (Ex): At Eighteenth level, the Battlemaster is able to inspire people, as the light of battle, or hinder them, as the blinding light. However he intends to use it, he gains a permanent +4 bonus to his Charisma score, exactly as though he had gained it from a template or through leveling up.
Judgement of Aetheris (Ex): At Twentieth Level, the Battlemaster can use all seven of his Masteries for a round in order to use one of the Aethereal Masteries instead. If hecan, for any reason, chain more than seven Masteries, he can apply the others as normal. The Aethereal Masteries, despite their name, have nothing to do with the Ethereal Plane.
CHANGE LOG:
Changed Mastery limit text, and Chain Mastery text accordingly, to make it less cumbersome.
Clarified Judgement of Aetheris' text on being able to chain eight or more Masteries.
Changed Bravery to do something interesting.
Depending on the superfluity of what you allow an (Ex) ability to do, this could easily reach as high as Tier 2, because when you add up all the weapons and multiply it by 4, that's a LOT of abilities the Battlemaster can pull that the player probably doesn't even know he can do, let alone the poor monsters.
There is only one problem! Well, apart from the fact that no-one's actually checked it yet, but there is only one other problem (that I can think of!)! If you multiply the number of weapons by four, add three times the number of shields and stick on a few more for Styles, that's more than I'm ever going to write. So, Playground, your homebrewer needs YOU:
To suggest balance/flavour/etc. improvements.
To write most of the Masteries for me.
The Battlemaster
Alignment: Any
Hit Die: 1d12
Class Skills:
Class Skills
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|1st Weapon Mastery
2nd|+2|+3|+3|+3|Bravery
3rd|+3|+3|+3|+3|Might of Terra
4th|+4|+4|+4|+4|1st Shield Mastery
5th|+5|+4|+4|+4|Chain 2 Masteries, 1st Style Mastery
6th|+6/+1|+5|+5|+5|Bravery
7th|+7/+2|+5|+5|+5|2nd Weapon Mastery
8th|+8/+3|+6|+6|+6|Speed of Aer, Chain 3 Masteries
9th|+9/+4|+6|+6|+6|Power of Ignis
10th|+10/+5|+7|+7|+7|Bravery, 2nd Style Mastery
11th|+11/+6/+1|+7|+7|+7|Surge of Aqua, Chain 4 Masteries
12th|+12/+7/+2|+8|+8|+8|2nd Shield Mastery
13th|+13/+8/+3|+8|+8|+8|3rd Weapon Mastery
14th|+14/+9/+4|+9|+9|+9|Bravery, Chain 5 Masteries
15th|+15/+10/+5|+9|+9|+9|3rd Style Mastery
16th|+16/+11/+6/+1|+10|+10|+10|Coldness of Umbra
17th|+17/+12/+7/+2|+10|+10|+10|Chain 6 Masteries
18th|+18/+13/+8/+3|+11|+11|+11|Clarity of Lux, Bravery
19th|+19/+14/+9/+4|+11|+11|+11|4th Weapon Mastery
20th|+20/+15/+10/+5|+12|+12|+12|Judgement of Aetheris, Chain 7 Masteries, 4th Style Mastery, 3rd Shield Mastery[/table]
Class features:
The following are class features of the Battlemaster:
Weapon and Armour Proficiency: The Battlemaster is proficient with all Simple and Martial weapons, as well as all listed Exotic weapons (thus, all that can ever be obtained barring exceptional circumstances) and all siege engines. He is similarly proficient in all armour and shields, including tower shields.
Masteries (Ex): At First level, and every Sixth level thereafter, the fighter may use a new Mastery for his equipped weapon or weapons, or for unarmed strike if he has a hand free. At Fourth level, and every Eighth level thereafter, he may use a new Mastery for his equipped shield if he has one. At Fifth level, and every Fifth level thereafter, he may use a new Mastery for the Style he is using - his Style is determined by what type of weapon he is wielding; this is specified clearly in the Style Mastery description.
He need never choose a specific Mastery Set to advance in for any of these categories, he always knows all Masteries available to a Battlemaster of his level (meaning that a first level Battlemaster therefore knows the first level Masteries of all weapons), but they only function so long as he is wielding the correct weapon, shield or Style.
Alternatively, he may attempt to use a sufficiently close equivalent to the required weapon, shield or Style (This may be specific to the mastery, not just the weapon - one cannot flail a torch around your head in quite the manner that one would a Battle Poi, but it seems reasonable that it would show equal utility in setting things alight). If he does this, he suffers a -4 improvisation penalty on the attack roll (if there is one), which also stacks with the normal penalty if the weapon really is improvised! As such, it is not uncommon for a Battlemaster to carry a small armoury of weapons and shields with him!
Most importantly, however, it should be noted that due to the amount of skill and perfect timing required to pull a Mastery off in combat in the first place, there is a limit to the number of Masteries you can use in one turn. Until the Battlemaster gains Chain Masteries, you may only use one, but you regain the ability to do so after the beginning or the end of your turn. For the purposes of these limits, readied Masteries are counted as taking place when you ready them, not when the Mastery actually takes effect.
Bravery (Ex): Starting at Second level, a Battlemaster gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Also, if he is still affected by a fear effect at the beginning of his turn, he may attempt a new will save. Success removes the effect, failure does nothing.
Might of Terra (Ex): At Third level, the Battlemaster has managed to survive being at the centre of the fight, and his body becomes accustomed to it by becoming as tough as the world itself. Due to this, he gains a permanent +4 bonus to his Constitution score, exactly as though he had gained it from a template or through leveling up.
Chain Masteries (Ex): At Fifth level, and every Third level thereafter, the per-round limit on Masteries is increased by one, allowing the Battlemaster to combine multiple Masteries as a single Attack, over multiple Attacks of a Full-Round Attack Action, or potentially as two effects which both affect him or an ally at once. If he so desires, he may use the same Mastery multiple times. In any case, Masteries stack unless there is a specific reason for them not to.
Speed of Aer (Ex): At Eighth level, the Battlemaster has refined his skill at performing the most graceful of dodges, or else firing volleys at the foe from afar, with arrows or his own body flying about the battlefield as swift as the wind. Either way, he gains a permanent +4 bonus to his Dexterity score, exactly as though he had gained it from a template or through leveling up.
Power of Ignis (Ex): At Ninth level, the Battlemaster learns to make crushing attacks which only the fury of flame can match. As such, he gains a permanent +4 bonus to his Strength score, exactly as though he had gained it from a template or through leveling up.
Surge of Aqua (Ex): At Eleventh level, the Battlemaster has been forced to make quick decisions in battle, and the answer often comes as clearly as a crashing tide of water. In essence, he gains a permanent +4 bonus to his Intelligence score, exactly as though he had gained it from a template or through leveling up.
Coldness of Umbra (Ex): At Sixteenth level, the Battlemaster has seen many battles, and truly realises the bleak darkness of war. Through this, he gains a permanent +4 bonus to his Wisdom score, exactly as though he had gained it from a template or through leveling up.
Clarity of Lux (Ex): At Eighteenth level, the Battlemaster is able to inspire people, as the light of battle, or hinder them, as the blinding light. However he intends to use it, he gains a permanent +4 bonus to his Charisma score, exactly as though he had gained it from a template or through leveling up.
Judgement of Aetheris (Ex): At Twentieth Level, the Battlemaster can use all seven of his Masteries for a round in order to use one of the Aethereal Masteries instead. If hecan, for any reason, chain more than seven Masteries, he can apply the others as normal. The Aethereal Masteries, despite their name, have nothing to do with the Ethereal Plane.
CHANGE LOG:
Changed Mastery limit text, and Chain Mastery text accordingly, to make it less cumbersome.
Clarified Judgement of Aetheris' text on being able to chain eight or more Masteries.
Changed Bravery to do something interesting.