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Proud Tortoise
2013-10-03, 05:51 PM
This is a base class based on RWBY's Weisse and cobbled together out of the Scout and Swashbuckler base classes, with some extra abilities.

The Skirmisher
The skirmisher uses her magical abilities to move quickly around the battlefield. While often not as physically powerful as other melee fighters, their quickness in battle makes up for it- and their speed and other abilities mean they can control the engagements they are involved in.

{table=head]Lv. | BAB | F/W |R | Special
1 | +0 | 0 | 2 | Skirmish (+1d6), Weapon Finesse, Acrobatic
2 | +1 | 0 | 3 | Uncanny Dodge, Mobility, Mandala
3 | +2 | 1 | 3 | Skirmish (+1d6, +1 AC), Insightful strike, Skate (self) +10 ft
4 | +3 | 1 | 4 | Evasion, Spring Attack
5 | +3 | 1 | 4 | Skirmish (+2d6, +1 AC), Mandala (Repulsion)
6 | +4 | 2 | 5 | Skate (Uneven ground) +20 ft, Mandala (Shield)
7 | +5 | 2 | 5 | Skirmish (+2d6, +2 AC), Acrobatic Charge
8 | +6+ | 2 | 6 | Air Jump, Pounce, Mandala (Itinerance, 10 ft)
9 | +6+ | 3 | 6 | Skirmish (+3d6, +2 AC), Skate (Unsolid),
10 | +7+ | 3 | 7 | Skate (any target), Mandala (Binding)
11 | +8+ | 3 | 7 | Skirmish (+3d6, +3 AC)
12 | +9+ | 4 | 8 | Acrobatic skill mastery, Red Light
13 | +9+ | 4 | 8 | Skirmish (+4d6, +3 AC)
14 | +10+ | 4 | 9 | Green Light, Skate +30 ft
15 | +11+ | 5 | 9 | Skirmish (+4d6, +4 AC), Improved Pounce
16 | +12+ | 5 | 10 | Blue Light
17 | +12+ | 5 | 10 | Skirmish (+5d6, +4 AC)
18 | +13+ | 6 | 11 | Mandala (15 ft)
19 | +14+ | 6 | 11 | Skirmish (+5d6, +5 AC)
20 | +15+ | 6 | 12 | Mandala (Multitude), White Light[/table]
(The +'s after the BAB just stand for the extra attacks.)

• Hit die: d10
• Class Skills (6 + Int modifier per level): Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features: All of the following are class features of the skirmisher.
Weapon and Armor Proficiency: Skirmishers are proficient with all simple and martial weapons except bows and crossbows, and with light armor. Some of the skirmisher’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.

Weapon Finesse (Ex): A skirmisher gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.

Skirmish (Ex): Functions just as the scout ability, above, except ranged weapons do not gain any bonus damage.

Acrobatic (Ex): When making a Climb or a Jump check, the skirmisher may use either her Str or Dex modifier, whichever is the higher.

Uncanny Dodge (Ex): Starting at 2nd level, a skirmisher cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.

Mobility (Ex): At 2nd level, the skirmisher gains Mobility as a bonus feat, even if she does not meet the prerequisites. (If already taken, choose a different bonus feat.)

Mandala (Su): Starting at 2nd level, the skirmisher can create magical discs called mandalas. This ability is usable once per day per two levels, but the skirmisher can only maintain one at a time. Creating one is a swift action, and it lasts for a maximum of five rounds. To maintain a mandala, the skirmisher must maintain concentration, which takes a swift action each turn, as well as remaining within (100 + level x 5) feet of the mandala. If the skirmisher takes damage, she must make a Concentration check (DC equal to damage taken) or lose concentration, dispelling the mandala.

A mandala is five feet in diameter, circular, and has no real thickness, being constructed of magical force. It appears as a circle of white light, with symmetrical designs inside (the exact appearance is determined by the skirmisher). The disc can be rendered invisible, but this may only be used if the mandala lies flat on a surface. It has hardness (level/2), with 5 HP per level. If the skirmisher choses to use a move action to maintain it rather than a swift action, it restores 2 HP/level of damage to the mandala. It can be created on any flat surface (solid or not), either flat on the surface or vertically, like a wall. At the option of the creator, the mandala may have a slippery surface. If a slippery mandala is flat on a surface, Characters walking on it must spend 2 squares of movement to enter the square, and the DC for Balance and Tumble checks increases by +5.

At 5th level, the skirmisher gains the Repulsion ability. With a free action (not necessarily on her own turn) the skirmisher can grant a circumstance bonus to the Jump check, equal to the skirmisher’s level, of anyone jumping off the disc, and the Jump DC is not doubled for lack of a running start. The DC for vertical jumps is half the norm. In addition, this power can be used to knock enemies into the air. With a move action, the skirmisher can launch any creature standing on a mandala ten feet into the air. Their trajectory is not under their control, so they must make a reflex save [DC = 10 + ½ Skirmisher level + Int modifier] or land prone and take 1d6 damage.

At 6th level, the skirmisher gains the Shield ability. She can spend one daily use of her Mandala power to make a magical shield held in her off hand which lasts for one hour per level. She is automatically proficient with the shield, which has no weight, no armor check penalty, and grants a +2 shield bonus to AC.

At 8th level, the skirmisher gains the Itinerance ability. She can now create a mandala without requiring a surface to attach it to (that is, in midair). With a standard action, she can move an already-created mandala up to 20 feet. With a full-round action, she can move it up to 30 feet. This ability can be used to make a bull-rush attempt against an enemy (it counts as medium size and uses your intelligence modifier instead of your strength modifier) or for other uses, at the DM’s discretion. If a mandala is not fixed to a surface, it can be moved 5 ft with a Strength check opposing the Intelligence check of the skirmisher, and can support 1000 pounds of weight.

Also starting at 8th level, the skirmisher can create mandalas up to 10 feet in diameter, which count as Large size for the purposes of bull rush attempts.
At 10th level, the skirmisher gains the Binding ability. This costs one use of the Mandala ability, and allows her to create a series of mandalas that hold an opponent immobile. With a ranged touch attack, the mandalas constrict the target and hold it in a fixed position. An Escape Artist or Strength check [DC = 10 + ½ level + Int modifier] lets the target escape its bonds, which dissipate. The mandalas last for the same amount of time as a standard mandala and the same swift action must be taken each round to maintain them.

Starting at 18th level, the skirmisher can create mandalas up to 15 feet in diameter, which count as Huge size for the purposes of bull rush attempts.

At 20th level the skirmisher gains the Multitude ability. The Mandala ability is now usable at will, can be used as often as desired within the space of one minute, and up to three can be maintained at a time with the same swift action each round. Two mandalas add 10 to the Concentration DC to maintain them if hit, and three mandalas add 20.

Insightful Strike (Ex): At 3rd level, a skirmisher becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the skirmisher’s insightful strike. A skirmisher cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Skate (Su): Starting at 3rd level, by magically creating repulsive disks beneath her feet, a scout can raise her base land speed by 10 ft at will, as a free action. This increases to 20 ft at 6th level and to 30 ft at 14th level. This ability can only be used on a flat, solid surface. If the skirmisher makes a turn of 90 degrees or more, she must succeed on a DC 10 Balance check or fall prone. Starting at 6th level, she may use this ability to move at full speed over any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain), so long as it is solid ground, and does not actually touch the ground while skating. Starting at 9th level, she may use this ability over any level surface, even if it is not solid (such as water). Starting at 10th level, she may grant this bonus to an ally instead, in which case she does not gain the bonus for that turn, and the ally must make a DC 10 Balance check or slip and fall prone.

Evasion (Ex): Beginning at 4th level, a skirmisher can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s Handbook.

Spring Attack (Ex): At 4nd level, the skirmisher gains Spring Attack as a bonus feat, even if she does not meet the prerequisites. (If already taken, choose a different bonus feat.)

Acrobatic Charge (Ex): A skirmisher of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain. Using this ability while skating requires a DC 16 Balance check.

Air Jump (Su): Starting at 8th level, by creating magical, repellant discs beneath her feet, the skirmisher can move through the air at will. For the purposes of the skirmisher’s movement, there are platforms or walls in midair that allow her to jump from one to the next. She must still make jump checks, but gains a circumstance bonus equal to the skirmisher’s level due to the repellant force. In addition, the DC for vertical jumps is half the norm. This ability can be used multiple times in succession, but the skirmisher must begin and end her move on a solid surface. Only a number of discs equal to (level/4) can be created per round.

Pounce (Ex): At 8th level, the skirmisher gains Bounding Attack (PH2) as a bonus feat, even if she does not meet the prerequisites.

Acrobatic Skill Mastery (Ex): At 12th level, a skirmisher becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Balance, Jump or Tumble check, a skirmisher may take 10 even if stress and distractions would normally prevent her from doing so.

Red Light: Starting at 12th level, you can cause your weapon to become briefly immobile, to block an opponent’s blow. If you are fighting defensively, you can designate a single opponent as your target. (Designating an opponent is a free action usable once per round.) If this opponent attacks you, use an immediate action to make a d20 roll modified by your highest attack bonus for that weapon. The result is used as your normal AC and touch AC against that single, specific attack from your opponent. If the attack is blocked, your opponent makes a Fortitude save. The DC is equal to the damage the attack would have done- roll the damage dice to find the DC. You cannot use this ability if your Dexterity bonus to AC does not apply against your opponent’s attack.

Green Light: Starting at 14th level, when you score a critical hit against a target, you can drive your weapon in for extra damage. You deal your skirmish damage in addition to the damage normally dealt with a critical hit. Your critical multiplier applies only to your normal damage, not your skirmish damage.

Improved Pounce: At 15th level, the skirmisher gains Rapid Blitz (PH2) as a bonus feat, even if she does not meet the prerequisites.

Blue Light: Starting at 16th level, you can make a stunning attack against your opponent. You may take a full attack action but make only one attack. You get a +1 on your attack roll, and if it hits, the defender must make a Fortitude save [DC= 10 + ½ character level + Int modifier] or be stunned for one round.

White Light: At 20th level, the skirmisher can make a devastating attack twice per day. She adds her Intelligence bonus to her attack roll (in addition to any other modifiers) and deals 30 extra damage on a single attack. This damage is multiplied on a critical hit.

Iamyourking
2013-10-04, 06:54 PM
The main problem I can see is that you aren't getting much out of staying within melee range other than skirmish damage. The scout is attacking at range, so they can move around and still deliver their attacks, but your skirmisher is limited to either moving back and forth, which eats Attacks of Opportunity, or moving from one side of the enemy to the other, which gets you flanking but not much else. I would suggest offering Spring Attack and its successors from PH2 as bonus feats along with some ability to pounce so you can jump in, deliver a full attack, and jump out.

Also, Multitude might as well make it at will; because I have a hard time thinking of a situation where you'd use it twenty times in one day.

Proud Tortoise
2013-10-04, 09:43 PM
Thank you~ Making multitude usable at will. But will adding another couple features in the form of spring attack/pounce abilities make it overpowered?

Oh, and you also get Insightful Strike damage from being in melee range.

Alabenson
2013-10-05, 10:44 AM
Overall, I’d peg the Skirmisher as a very low Tier-5, possibly even high Tier-6. Due to the changes to skirmish, the damage output of the Skirmisher is negligible at best, and it lacks the skill points and skill list to meaningfully contribute out of combat. Furthermore, the high-level Mandala powers are extremely underwhelming for the levels they’re received at, in scope, duration, and effect.
My recommendations would be the following:
1: Expand the Skirmisher’s class skill list and increase its skill points to 6+Int. This would enable it to contribute better outside of combat, which right now is a major weak point of the class.

2: Eliminate the nerfs to Skirmish. Skirmish wasn’t a particularly powerful ability to begin with, and the changes that have been made (reducing the damage to d4 and making it melee only) effectively cripple the Skirmisher’s viability in combat.

3: Give the Skirmisher some capacity to make a full attack after moving, whether pounce or some other effect. This is a particularly crucial ability for a melee class that relies on mobility.

4: There are a few issues with this ability that need clarification with the Air Jump ability. Can the Skirmisher end his turn midair, or are the air jumps only part of movement. Also, is the use limitation a per/day limit, per/round limit, or something different. Finally, I would strongly recommend changing the use limit equation to something simpler to reduce confusion.

5: The Mandala powers, while thematically interesting, are a complete mess. First of all, the uses-per-minute limitation seems like an unnecessary complication, and uses the same overly complicated formula seen in Air Jump; I would probably scrap the limitation altogether and just have the per/day limit.
More importantly, as I mentioned above, the Mandala powers are all extremely underpowered for a set of high to very high level abilities. I would change the Mandala powers to start coming online at 2nd level, and add more powerful options for the higher levels.

Proud Tortoise
2013-10-05, 01:38 PM
Thank you, that was immensely helpful. I am making a number of those changes; original version in spoiler.
This is a base class based on RWBY's Weisse and cobbled together out of the Scout and Swashbuckler base classes, with some extra abilities. It seems balanced to my inexperienced eyes, but it could be massively over/under powered as far as I know. I can't really playtest it right now, and I don't have a lot of experience with homebrewing, but I need to balance it within a week or so. So please, please, P EACH!

The Skirmisher
The skirmisher uses her magical abilities to move quickly around the battlefield. While often not as physically powerful as other melee fighters, their quickness in battle makes up for it- and their speed and other abilities mean they can control the engagements they are involved in.

{table=head]Lv. | BAB | F/W |R | Special
1 | +0 | 0 | 2 | Skirmish (+1d4), Weapon Finesse, Acrobatic
2 | +1 | 0 | 3 | Uncanny Dodge
3 | +2 | 1 | 3 | Skirmish (+1d4, +1 AC), Insightful strike, Skate (self) +10 ft
4 | +3 | 1 | 4 | Mobility
5 | +3 | 1 | 4 | Skirmish (+2d4, +1 AC), Evasion
6 | +4 | 2 | 5 | Skate (Uneven ground)
7 | +5 | 2 | 5 | Skirmish (+2d4, +2 AC)
8 | +6+ | 2 | 6 | Acrobatic Charge, Air Jump
9 | +6+ | 3 | 6 | Skirmish (+3d4, +2 AC)
10 | +7+ | 3 | 7 | Skate (any target) +20 ft
11 | +8+ | 3 | 7 | Skirmish (+3d4, +3 AC),
12 | +9+ | 4 | 8 | Skate (Unsolid), Mandala, Acrobatic skill mastery
13 | +9+ | 4 | 8 | Skirmish (+4d4, +3 AC)
14 | +10+ | 4 | 9 | Mandala (Repulsion)
15 | +11+ | 5 | 9 | Skirmish (+4d4, +4 AC)
16 | +12+ | 5 | 10 | Mandala (Itinerance)
17 | +12+ | 5 | 10 | Skirmish (+5d4, +4 AC), Skate +30 ft
18 | +13+ | 6 | 11 | Mandala (10 ft)
19 | +14+ | 6 | 11 | Skirmish (+5d4, +5 AC)
20 | +15+ | 6 | 12 | Mandala (Binding, Multitude)[/table]
(The +'s after the BAB just stand for the extra attacks.)

Hit die: d10
Class Skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Class Features: All of the following are class features of the skirmisher.
Weapon and Armor Proficiency: Skirmishers are proficient with all simple and martial weapons except bows and crossbows, and with light armor. Some of the skirmisher’s class features, as noted below, rely on her being no more than lightly armored and unencumbered.
Weapon Finesse (Ex): A skirmisher gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Skirmish (Ex): Functions just as the scout ability [moving ten feet before attacking grants the listed bonuses] except that the extra damage dealt is in d4’s and ranged weapons do not gain any bonus damage.
Acrobatic (Ex): When making a Climb or a Jump check, the skirmisher may use either her Str or Dex modifier, whichever is the higher.
Uncanny Dodge (Ex): Starting at 2nd level, a skirmisher cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.
Insightful Strike (Ex): At 3rd level, a skirmisher becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A skirmisher cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Skate (Su): Starting at 3rd level, by magically creating repulsive disks beneath her feet, a scout can raise her base land speed by 10 ft at will, as a free action. This increases to 20 ft at 10th level and to 30 ft at 17th level. This ability can only be used on a flat, solid surface. If the skirmisher makes a turn of 90 degrees or more, she must succeed on a DC 10 Balance check or fall prone. Starting at 6th level, she may use this ability to move at full speed over any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain), so long as it is solid ground, and does not actually touch the ground while skating. Starting at 10th level, she may grant this bonus to an ally instead, in which case she does not gain the bonus for that turn, and the ally must make a DC 10 Balance check or slip and fall prone. Starting at 12th level, she may use this ability over any level surface, even if it is not solid (such as water).
Mobility: At 4th level, the skirmisher gains Mobility as a bonus feat. (If already taken, choose a different bonus feat.)
Evasion (Ex): Beginning at 5th level, a skirmisher can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s Handbook.
Acrobatic Charge (Ex): A skirmisher of 8th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain. Using this ability while skating requires a DC 16 Balance check.
Air Jump (Su): Starting at 8th level, by creating magical, repellant discs beneath her feet, the skirmisher can move through the air at will. For the purposes of the skirmisher’s movement, there are platforms or walls in midair that allow her to jump from one to the next. She must still make jump checks, but gains a circumstance bonus equal to the skirmisher’s level due to the repellant force. In addition, the DC for vertical jumps is half the norm. She can use this ability a number of times equal to [(level-6)/2] before she must land on a solid surface (level or vertical), and the Jump DC is not doubled if the skirmisher does not get a running start.
Acrobatic Skill Mastery (Ex): At 12th level, a skirmisher becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Balance, Jump or Tumble check, a skirmisher may take 10 even if stress and distractions would normally prevent her from doing so.
Mandala (Su): Starting at 12th level, the skirmisher can create magical discs called mandalas. This ability is usable once per day per two levels, but may not be used a number of times in one minute exceeding [(level-9)/3], and the skirmisher can only maintain one at a time. Creating one is a swift action, and it lasts for a maximum of five rounds. To maintain a mandala, the skirmisher must maintain concentration, which takes a swift action each turn. If the skirmisher takes damage, she must make a Concentration check (DC equal to 6+damage taken) or lose concentration, dispelling the mandala.
A mandala is five feet in diameter, circular, and has no real thickness, being constructed of magical force. It appears as a circle of white light, with symmetrical designs inside. The disc can be rendered invisible, but this requires a DC 15 concentration check each round and may only be used if the mandala lies flat on a surface. It has hardness 5, with 5 HP per level, and heals at a rate of 5 HP per round. It can be created on any flat surface (solid or not), either flat on the surface or vertically, like a wall. At the option of the creator, the mandala may have a slippery surface. If a slippery mandala is flat on a surface, Characters walking on it must spend 2 squares of movement to enter the square, and the DC for Balance and Tumble checks increases by +5.
At 14th level, the skirmisher gains the Repulsion ability. With a free action (not necessarily on her own turn) the skirmisher can grant a circumstance bonus to the Jump check, equal to the skirmisher’s level, of anyone jumping off the disc, and the Jump DC is not doubled for lack of a running start. The DC for vertical jumps is half the norm. In addition, this power can be used to knock enemies into the air. With a move action, the skirmisher can launch any creature standing on a mandala ten feet into the air. Their trajectory is not under their control, so they must make Tumble check [DC = Skirmisher level + Int modifier] or land prone and take 1d6 damage.
At 16th level, the skirmisher gains the Itinerance ability. She can now create a mandala without requiring a surface to attach it to. With a standard action, she can move an already-created mandala up to 20 feet. With a full-round action, she can move it up to 30 feet. This ability can be used to make a bull-rush attempt against an enemy (it counts as medium size and uses your intelligence modifier instead of your strength modifier) or for other uses, at the DM’s discretion.
Starting at 18th level, the skirmisher’s mandalas are 10 feet in diameter and now count as Large size for the purposes of bull rush attempts.
At 20th level, the skirmisher gains the Binding ability. This costs one use of the Mandala ability, and allows her to create a series of mandalas that hold an opponent immobile. With a ranged touch attack, the mandalas constrict the target and hold it in a fixed position. An Escape Artist or Strength check [DC = Skirmisher level + Int modifier] lets the target escape its bonds, which dissipate. The mandalas last for the same amount of time as a standard mandala and the same swift action must be taken each round to maintain them.
At 20th level the skirmisher also gains the Multitude ability. The ability is now usable 20 times per day, can be used as often as desired within the space of one minute, and up to three can be maintained at a time with the same swift action each round. Two mandalas add 10 to the Concentration DC to maintain them if hit, and three mandalas add 20.

Morph Bark
2013-10-07, 07:19 AM
Red Light: What if you don't have the Dodge feat?

Green Light: Does the attack still deal damage?

White Light: Is this extra damage multiplied on a critical hit?

Proud Tortoise
2013-10-07, 08:41 AM
@^: Edited, except for White Light- I need to find out if Smite Evil damage is multiplied on a crit.

Zakaroth
2013-10-07, 03:22 PM
I have never heard of RWBY’s Weisse, so I can’t comment on it from that perspective. Here we go:

• Balance-wise, I think this is T3, which is a good tier to aim at. Useful stuff, but nothing overpowering, which is good.

• When designing a class I think it’s important to distribute the abilities in such a way that you gain something interesting at each level. In this case, not too many dead levels. You could move an ability from 6th to 7th, as 7th is pretty dead now (level 6 also gives you a feat). Levels 11, 13 and 19 are also pretty lackluster, and could use something extra.

• In my opinion a base class should have either a very unique ability system or have a certain build flexibility, providing the player with choices that allow him to build their character in their own way (or both). This class builds a character in a sort of fixed image (you build to become a character from RWBY’s Weisse). This is something I don’t like that much. It’s more of a prestige class thing. Hence, you could easily convert this to a prestige class for the scout or swashbuckler, as you could concentrate the abilities in 10 levels without a problem (balance-wise).
Alternatively, you also improve by providing more choices within the class, for example add more of the color-abilities and give the player freedom in which they pick and when. Of course this means they should scale with level.

• Mandala: Initially, I found it a bit confusing, what it exactly was. I instinctively thought you could throw the thing at your enemies :smalltongue:, until I realized how it works. It’s certainly an interesting ability, which can probably be used to do some cool shenanigans, so that’s good. I do think you should break-up the text a bit more though, its kind of wall-of-textish now (found it hard to read).

• Small copy-pasta thing at the insightful strike part: "immune to the swashbuckler’s insightful strike."

• The capstone, does it apply to one attack or each attack made during a round, it’s a bit vague on that part.

Proud Tortoise
2013-10-07, 05:30 PM
• In my opinion a base class should have either a very unique ability system or have a certain build flexibility, providing the player with choices that allow him to build their character in their own way (or both). This class builds a character in a sort of fixed image (you build to become a character from RWBY’s Weisse). This is something I don’t like that much. It’s more of a prestige class thing. Hence, you could easily convert this to a prestige class for the scout or swashbuckler, as you could concentrate the abilities in 10 levels without a problem (balance-wise).


It's for a special campaign, actually, but it would be interesting to make a PrC version for regular campaigns. (And thank you~)

Morph Bark
2013-10-08, 03:23 AM
@^: Edited, except for White Light- I need to find out if Smite Evil damage is multiplied on a crit.

I believe it is.

For the Mandala's Itinerance ability, can she create Mandala's in mid-air? (Which she could then use in combination with Air Jump to reach a high point in mid-air where her Mandala is at to rest for a round, before continuing on.)

Also, it might be handy to create a bit of space between each of the abilities for better readability and presentation.

Zakaroth
2013-10-08, 01:13 PM
It's for a special campaign, actually, but it would be interesting to make a PrC version for regular campaigns. (And thank you~)

In that case, I think it can be considered ready material. The only thing I would still improve is the gain of something interesting at each level. Leveling up should be exciting and noticeable, preferably enabling the character to do something new. Even a simple selection of bonus feats could help out on this part.

Proud Tortoise
2013-10-08, 05:03 PM
Well, most levels have unique abilities already. Maybe I'll add a couple minor powers to the emptier levels.

Forrestfire
2013-10-19, 08:31 PM
I believe it is.

For the Mandala's Itinerance ability, can she create Mandala's in mid-air? (Which she could then use in combination with Air Jump to reach a high point in mid-air where her Mandala is at to rest for a round, before continuing on.)


I would hope so, given that Weiss does just that multiple times.

JoshuaZ
2013-10-19, 09:43 PM
There are a few typos. One obvious issue is that you occasionally use "scout" where you mean skirmisher. Also, I'm not sure I like the name. Something focusing more on the mandalas and color abilities might make sense.

This is still low end of T4ish. One thing that would be nice would be in addition to the main mandala abilities, some things one can do with the mandalas that are more utility focused. And it would be nice to have them as options one can choose from. Maybe call them advanced mandala abilities, maybe at odd levels starting at 3?

Obvious options (keep, tweak or reject as you see fit.):

Counterspelling Mandala:
When you construct this mandala, you designate one target within 100 feet. If that target casts a spell while your mandala exists, you counterspell the spell as if you had cast dispel magic (with your effective caster level equal to your Skirmisher level). Doing so causes the mandala to disappear in a burst of magical energy whether or not the attempted dispel is successful.

Greater Counterspelling Mandala:
When you use Counterspelling Mandala, you treat it like Greater Dispel Magic. Also, you may change the targeted creature as part of your swift action to keep the mandala active.

Mirror Reflection:
You may use one daily use of your mandala ability as an immediate action when you are subject to a gaze attack. If so, you may roll your saving throw twice. If either succeeds, you succeed on your saving throw. If both succeed, then the attack is reflected back at the being who originate it, who is then treated like they were subject to the attack themselves, and must make the save at the same DC.

Energy Mandala:
You may only choose Energy Mandala if you already have the Itinerance ability. Pick an energy type (fire, cold, acid, sonic, electricity). You may when you use your mandala to perform a bull rush have it also do 1d6 damage of the chosen type of damage in addition to its other effects. If the bull rush is successful, this become 2d6 damage.
Special: You may choose Energy Mandala multiple times. Each time you choose a different type of energy.

Superior Shield:
You may only choose Superior Shield if you have the Shield ability. You may when you use your Shield ability choose to expend 2 uses of your Mandala Power rather than one. In that case, your Shield instead provides a +4 shield bonus to AC, and blocks magic missiles just like the Shield spell.

Fast Mandala:
You may create a mandala as a free action rather than a swift action if you spend an extra daily use of your Mandala power. You cannot use this ability more than once in the same turn. If you have the Multitude ability and use this in combination you must pay one additional daily use for each Mandala created.

Enduring Mandala:
Your Mandala's last a maximum number of rounds equal to your class level, rather than five rounds. Also, you get a +2 bonus on any concentration check to maintain a Mandala.

Reflexive Mandala:
You can construct a Mandala in a blink of an eye even with no prompting. You may only choose Reflexive Mandala if you already have chosen Fast Mandala. At the beginning of combat, even if there is a surprie round where you do not normally have an opportunity to act you may choose to have a Mandala summoned as a free action before any other events occur. If you do so, you must use 2 daily uses of your Mandala power.

Divine Mandala:
Your Mandala has echos of divine powers. When you have a Mandala already summoned you may use an additional daily use of your Mandala power to turn or rebuke undead as a cleric of your class level. You must choose either turning or rebuking when you gain this ability. A good skirmisher must turn undead, an evil skirmisher must rebuke undead. A neutral skirmisher may choose either.

Arcane Mandala:
Your Mandala is a symbol of the universe and as such ties into the deep magic of the universe, allowing magic to penetrate where it might not otherwise. While you have a Mandala active any arcane spell caster you are allied with who is within 30 feet of you treats their caster level as 4 higher for purposes of penetrating spell resistance.

Extra Mandala Use:
You may use you Mandala power an additional 4 times daily. Special: You may take this ability multiple times. Each time it adds an additional 4 daily uses.

Mandala Resistance:
Your Mandala provides you with extra resistance against magic. Whenever you have a Mandala active you get spell resistance equal to 10 + your class level. Also, if you have Energy Mandala then you also get 5 resistance of the corresponding energy type. (So if you choose fire you would have fire resistance 5).

Healing Mandala:
You may when you have a Mandala active, use a standard action to heal yourself as if subject to a cure light wounds spell with your effective caster level equal to your Skirmisher level. If you do so, this terminates the Mandala.


This probably isn't quite enough options, but it might be a decent start.

Edit: Also, 1 use per every 2 levels is probably not enough daily uses, either practically for an adventuring day or for a decent simulation of the character from RWBY. 1 per a level probably makes more sense.

Proud Tortoise
2013-10-20, 09:28 AM
<snip>

Well that is actually a very good idea. I do believe I will add that in.

JoshuaZ
2013-10-22, 07:42 PM
Well that is actually a very good idea. I do believe I will add that in.

Great. I think that doing so will put it healthily in T3 and would be quite fun to play.