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bekeleven
2015-07-15, 04:36 AM
What would a non-wuxia high level fighter look like? (http://www.giantitp.com/forums/showthread.php?427417-3-PF-What-should-a-quot-non-wuxia-quot-high-level-fighter-look-like)

Luckily, you never have to find out.

The Wuxia Fighter


Lvl
BAB
Fort
Ref
Will
Special


1
+1
+2
+2
+2
Gritty Techniques, Technique


2
+2
+3
+3
+3
Technique



3
+3
+3
+3
+3
Technique


4
+4
+4
+4
+4
Technique


5
+5
+4
+4
+4
Technique


6
+6
+5
+5
+5
Heroic Techniques, Technique


7
+7
+5
+5
+5
Technique


8
+8
+6
+6
+6
Technique


9
+9
+6
+6
+6
Technique


10
+10
+7
+7
+7
Technique


11
+11
+7
+7
+7
Wuxia Techniques, Technique


12
+12
+8
+8
+8
Technique


13
+13
+8
+8
+8
Technique


14
+14
+9
+9
+9
Technique


15
+15
+9
+9
+9
Technique


16
+16
+10
+10
+10
Super Techniques, Technique


17
+17
+10
+10
+10
Technique


18
+18
+11
+11
+11
Technique


19
+19
+11
+11
+11
Technique


20
+20
+12
+12
+12
Technique


Hit Die: D10
Skill Points: 8+Int Modifier per level (or x4 at first level)
Class Skills: Every skill except concentration.

Class Features
Weapon and Armor Proficiencies: A Wuxia Fighter is proficient in all simple and martial weapons, all armors, and all shields (including tower shields).

Techniques (Ex): As he gains levels, a wuxia fighter gains the ability to perform special feats. Once he selects a technique, he knows and can use it at will.

Techniques come in multiple levels. A Wuxia fighter gains one technique at every level, choosing any technique at his stated maximum level or lower. He gains access to heroic techniques at 6th level, Wuxia techniques at 11th level, and Super techniques at 16th level.

Techniques are available at multiple levels. Unless stated otherwise, a technique includes all lower-leveled versions.

A Wuxia Fighter may, when selecting a new technique, take a higher-leveled version of a technique already known. If he does, the lower-leveled technique slot is vacated and may immediately be filled by another technique of the appropriate level. Repeat this process until all technique slots are filled.

At 20th level, a Wuxia Fighter will know 5 techniques at Super level, 5 at Wuxia level, 5 at heroic level, and 5 at gritty level.

Techniques


Technique Name
Description


Battle Wrestler
You become a fearsome grappler.


Battlefield Controller
You can strike all around you and deflect attacks.


Canny
You can always bring your sharp mind to bear.


Combat Versatility
Gain bonus fighter feats.


Craftsman
You can build anything, and fast.


Drill Sergeant
Grant allies bonuses and heal their woes.


Eagle Eye
Nothing sneaks past your gaze - even magic.


Ferocious Athleticism
You can move across any surface.


Implacable
Nothing can slow you down.


Infiltrator
You can backstab and strike from shadows.


Like the Wind
You move like a blur and gain skills with bows.


Living Legend
You're stronger. Faster. Better.


Lockdown Master
You gain a massive reach and better use of maneuvers.


Morale Officer
Intercept harm, soothe pain, and grant teammates actions.


Reflexes
You're fast enough to take extra actions.


Skill Monkey
You're multitalented.


Stand Firm
You tend to stay on your feet.


Striker
You attack more quickly, more easily.


Tactical Pursuit
You're an unstoppable hunter.


Team Leader
Aid allies with their skills.


Thick Skinned
You're harder to damage.


Tricky Defense
You're stronger against unconventional attacks and spells.


Versatility
You gain additional feats.


Walk it Off
Nothing keeps you down for long.


Wushu
You're a fearsome unarmed combatant.

bekeleven
2015-07-15, 04:37 AM
Battle Wrestler
Gritty: You gain Improved Grapple as a bonus feat and may use it, and get an additional +4 to grapple checks.
Heroic: You gain clever wrestling as a bonus feat and may use it, and get an additional +8 to grapple checks, for a total of +12. You gain improved grab, able to grapple opponents up to your size when striking with unarmed attacks.
Wuxia: You no longer lose holds automatically for your opponent being too large. You gain an additional +16 to grapple checks, for a total of +28. Your improved grab works on opponents up to two size categories larger than you, and works with light melee weapons.
Super: Opponents who automatically succeed against your attempts to start a grapple, your grapple checks, or checks to escape a grapple no longer do so. Instead, they gain a +32 to the appropriate checks. You gain an additional +32 to grapple checks, for a total of +60. Your improved grab works on any size enemy, and when struck with any melee weapon.

Battlefield Controller
Gritty: You gain combat reflexes as a bonus feat. When you are targeted by a ranged projectile, you may make an opposed attack roll vs. the opponent's attack roll. If you succeed, you retarget that attack anywhere within 30 feet, either towards another creature or harmlessly into the floor or a wall. It strikes using your attack roll. This uses 1 attack of opportunity.
Heroic: You gain 1 attack of opportunity per round. You may use your retargeting ability against all ranged attacks, and its range grows to 60 feet.
Wuxia: You gain 2 additional attacks of opportunity per round, for a total of 3. You may retarget melee attacks against you by making an opposed attack roll, using the same mechanism as retargeting ranged attacks. If you succeed, your opponent attacks another creature (or no creature) within both of your reaches.
Super: You gain 4 additional attacks of opportunity per round, for a total of 7. You may retarget ranged attacks within 120 feet, and you may retarget melee attacks to anywhere within your reach or the attackerís reach, even to your attacker himself.

Canny
Gritty: Choose a mental ability. You may add that mental ability modifier to all skill checks using physical abilities. Add that modifier to your HP.
Heroic: You may add that mental ability modifier to all ability checks using physical abilities (such as initiative checks) and weapon damage rolls. Add that modifier twice to your HP (for a total of 3 times).
Wuxia: Add that mental ability modifier to your armor class and all saves. Add it to your HP 4 times (for a total of 7 times).
Super: Increase a mental ability score of your choice by 6. Add that mental ability modifier to all attack rolls. Add it to your HP 8 times (for a total of 15 times).

Combat Versatility
Gritty: You gain 2 fighter feats. You must still meet the prerequisites of these feats. Add your Wuxia Fighter level to your levels in fighter for purposes of qualifying for feats that require levels in fighter, but only for feats granted by Combat Versatility.
Heroic: You gain an additional 4 fighter feats, for a total of 6 feats.
Wuxia: You gain an additional 8 fighter feats, for a total of 14 feats.
Super: You gain an additional 16 fighter feats, for a total of 30 feats.

Craftsman
Gritty: You need only half of the normal raw materials when crafting an item, enabling you to craft in half the time.
Heroic: You gain the benefits of Craft Magical Arms and Armor and may craft and improve weapons and armor as though you could cast any spell, with a caster level equal to your class level.
Wuxia: Every minute you spend crafting crafts as much as anybody else could craft in an hour (1 day crafting is equal to 8 hours). You gain the benefits of Craft Wondrous Item and may craft or improve wondrous items as though you could cast any spell, with a caster level equal to your class level. You donít need special tools or a workshop to craft arms, armor, or wondrous items.
Super: Every round you spend crafting crafts as much as anybody else could craft in a day. Crafting does not provoke an attack of opportunity. If your check result X the DC equals double the item's cost, you may shorten that round to a standard action. If it was triple the cost, crafting took only a move action. If you beat the required total by a factor of 4, you may spend only a swift action.

Drill Sergeant
Gritty: All other allies within 60 feet gain a +1 morale bonus on attack rolls and weapon damage rolls.
Heroic: The morale bonus you grant increases by 2, to a total of +3. This bonus also applies to initiative checks. As a move action, you may heal another ally within 30 feet of one of the following conditions: blinded, confused, dazed, dazzled, deafened, entangled, fascinated, fatigued, frightened, shaken, sickened, staggered.
Wuxia: The morale bonus you grant increases by 4, to a total of +7. This bonus also applies to armor class and saving throws. You may cure the above conditions as a swift action. Add the following to the list of conditions you may cure: cowering, exhausted, nauseated, panicked, paralyzed, stunned, poisoned (any one), and diseased (any one). In addition to (during the same action) or instead of curing a status condition, you may dispel a single harmful magical spell, effect or condition, using your Wuxia Fighter level as your caster level for the opposed roll.
Heroic: The morale bonus you gran increases by 8, to a total of +15. Each turn, choose one of the above conditions. All allies within 120 feet are cured of it. You may choose one harmful effect when doing this, and attempt to dispel it from every affected ally.

Eagle Eye
Gritty: You gain low-light vision, darkvision 60 feet, and blindsense 30 feet.
Heroic: You gain superior low-light vision, darkvision 120, blindsense 60, blindsight 30, and tremorsense 30. Half the distance penalties for spot checks.
Wuxia: Your darkvision increases to 180 feet. Your blindsense increases to 120 feet, your blindsight and tremorsense increase to 60 feet. You may automatically save against any illusions that offer saves to which you have line of effect, even if you donít interact with them, and gain an additional save when interacting with them. You sense the location of ethereal creatures within the range of your blindsight. Ignore all miss chances due to concealment, blur, displacement, averting your gaze, or any other effect that would cause your blow to miss your target rather than cause your blow to be ineffective (such as incorporeality).
Super: You have Darkvision 240, Blindsense 180, and Blindsight and Tremorsense 120. For every illusion with which you have line of effect, you may roll a will save to disbelieve that illusion once per round. If the illusion does not allow disbelief (for instance, an enemy spellcasterís invisibility), you instead gain the ability to see as though that illusion did not exist, although youíre still aware itís there and can visualize its effects should you choose. Illusionary supernatural abilities with no set DC use a save DC of 10 + 1/2 the casterís hit dice.

Ferocious Athleticism
Gritty: You gain Skill Mastery (Climb) and suffer no armor check penalty for climbing. You gain Skill Mastery (Swim) and your armor check penalty applies only once to swim checks. You can move across poor terrain (rubble, ice, uneven, etc.) without penalty.
Heroic: You gain a climb speed and a swim speed equal to half of your base land speed. Your armor check penalty doesnít apply at all to swim checks. You can move across the surface of water at your swim speed. You can charge across poor terrain without issue.
Wuxia: Your climb speed increases to your base land speed and may climb on smooth, sheer surfaces as well as on ceilings. Your swim speed increases to your base land speed. You gain a burrow speed of 10.
Super: All increases to your base land speed apply to your climb and swim speeds (bonuses still observe normal stacking rules). You may run or charge while climbing. You may breathe equally easily in water and air. You gain a +10 foot competence bonus to all forms of movement. You can jump high enough that you can fly (perfect) at half your base land speed, although you can't end a round in midair using this.

Implacable
Gritty: Ignore all armor check penalties. No armor reduces your movement speed. You gain the feat Endurance. If you wield two shields, their bonuses stack.
Heroic: Double your normal carrying capacity. You never run out of space on your person, or in your packs and bags. Any spell or ability affecting you that inhibits your movement stops affecting you after 1 round. You suffer no penalty for carrying a medium load. Increase your maximum dexterity bonus to armor class by 2. You may apply your shield bonus to touch attacks.
Wuxia: Multiply your normal carrying capacity by 10. You can strap a shield to both arms, gain their benefits, and still wield weapons with both hands without penalty. Increase your maximum dexterity bonus to armor class by an additional 4, for a total of 6.
Super: Multiply your normal carrying capacity by 100. You suffer no penalties for carrying a heavy load. If you have both hands on something heavy, such as a small building, you can hold it balanced such that it doesnít fall apart. You have no maximum dexterity bonus to armor class. You may apply your shield bonus to all saves.

Infiltrator
Gritty: You gain 1D6 sneak attack. You take no penalties from lack of sleep, and can subsist on incredibly little food and drink - about 1 meal per week.
Heroic: You gain an additional 2D6 sneak, for a total of 3D6. In addition, whenever you damage an opponent in melee, you and your allies may treat that creature as flat-footed until the end of your next round. You can move at half speed while prone and provoke no attacks of opportunity while doing so, and may move between standing and prone as a swift action. While prone, you gain +4 to AC and +4 to hide and move silently checks.
Wuxia: You gain an additional 4D6 sneak attack, for a total of 7D6. You gain Concealment (and thus, the ability to hide at any time). You can subsist on 1 meal per month and hold your breath for a day at a time.
Super: You gain an additional 8D6 sneak attack, for a total of 15D6. Once per round, you may choose a use of a skill or skill trick that takes less than 1 full round, and may use that as a free action. You can subsist on 1 meal every year and hold your breath for a week at a time.

Like The Wind
Gritty: You gain a +10 foot enhancement bonus to your base land speed. Add 10 feet to the range increments of all ranged weapons you wield. Every arrow you shoot ignores 1 point of damage reduction.
Heroic: Your bonus to land speed increases by +20, for a total of +30. Instead of adding 10 feet, double the range increments for all weapons you wield. Every projectile you shoot deals additional damage equal to your dexterity modifier.
Wuxia: Your bonus to land speed increases by +40, for a total of +70. Any time you attack an opponent and miss, you get a +4 on attacks against that opponent for the rest of the day. Arrows you shoot ignore damage reduction.
Super: Your bonus to land speed increases by +80, for a total of +150. Halve all penalties for range on ranged weapons you wield, and double their total damage.

Living Legend
Gritty: Increase one ability score by 2.
Heroic: Increase the above score by an additional 2 and another score by 2, for a total of +4/+2.
Wuxia: Increase the above scores by 2 and another score by 2, for a total of +6/+4/+2.
Super: Increase all ability scores by 4, for a total of +10/+8/+6/+4/+4/+4.

Lockdown Master
Gritty: You may wield weapons designed for creatures 1 size category above your own without penalty. Your reach increases by 1 size category when you do so. You gain Improved Bull Rush, Improved Disarm, Improved Sunder, and Improved Trip as bonus feats and may use them.
Heroic: You gain +5 feet of reach. You gain +4 to all bull rush, disarm, sunder and trip rolls (except for the attacks to initiate the maneuvers).
Wuxia: You may wield weapons designed for creatures 2 size categories above your own without penalty. Your reach increases 2 size categories when you do so. You gain an additional +8 to all bull rush, disarm, sunder and trip rolls, for a total of +12.
Super: You gain an additional +10 feet of reach, for a total of +15 feet. You gain an additional +16 to all bull rush, disarm, sunder and trip rolls, for a total of +28.

Morale Officer
Gritty: If a foe attacks an ally within your melee reach, you may intercept the blow as an immediate action. Resolve the attack as though it were aimed as you, starting by using your armor class to determine whether it hit.
Heroic: As a swift action, you may heal one other ally within 30 feet 1 hit point.
Wuxia: As a swift action, you may heal every other ally within 30 feet 2 hit points each. Whenever an ally within 60 feet fails a saving throw against any form of attack, you may choose to accept the attack. Resolve it as though you were within range and it were aimed at you. If you were already being affected by the attack (for instance, it was an area of effect spell), you are affected twice if possible, and are able to save against only one. Once per round, you may reduce your hit points by any amount (up to your current hit point total minus one) to heal an ally within your line of sight the same amount.
Super: Each turn, heal all other allies within 60 feet of 4 hit points each. In addition, as a swift action, you may grant another ally within 60 feet a standard action. As a standard action, you may reduce your current hit points by 50 to resurrect an ally within 60 feet, as if by the spell Revivify.

Reflexes
Gritty: You gain 1 additional action per round. You may use this action as a swift action or to move half of your move speed. During your turn, you may use swift actions in the place of move actions.
Heroic: You may use your additional action as a move action. You may use a swift action any time you may use an immediate action.
Wuxia: You may use your additional action as a standard action. During your turn, you may use move actions in the place of swift actions.
Super: Instead of the above additional action, you gain an additional full-round action every round. You may split this into a standard and a move action as normal. You may use move actions in the place of swift or immediate actions.

Skill Monkey
Gritty: You gain 4 skill points and trapfinding.
Heroic: You gain an additional 8 skill points and skill mastery for a skill of your choice.
Wuxia: You gain an additional 16 skill points for a total of 24, and skill mastery for 2 additional skills, for a total of 3. Your maximum skill ranks increase by 1 for skills youíve mastered.
Super: You gain an additional 32 skill points, for a total of 56, and skill mastery for 4 additional skills, for a total of 7. Instead of the previous increase in maximum ranks, your maximum skill ranks increase by 2 for all skills.

Stand Firm
Gritty: You gain a +4 resistance against bull rush, disarm, overrun, sunder, and trip attacks, as well as on your AC against attempts to start grapples and on rolls to escape grapples. You gain 8 additional hit points. When you would be affected with any effect that allows spell resistance, you may choose to gain spell resistance equal to 5 + your class level against that spell.
Heroic: Your bonuses against the above attacks increase by 8, for a total of +12. Your hit points increase by 16, for a total of 24. Your effective spell resistance increases to 10 + class level.
Wuxia: Your bonuses against the above attacks increase by 16, for a total of +28. Your hit points increase by 32, for a total of 56. Your effective spell resistance increases to 15 + class level.
Super: Your bonuses against the above attacks increase by 32, for a total of +60. Your hit points increase by 64, for a total of 120. Your effective spell resistance increases to 20 + class level.

Striker
Gritty: You may make a full attack at the conclusion of a charge.
Heroic: You may make a full attack as a standard action.
Wuxia: You may make a full attack as an attack of opportunity.
Super: Whenever you make a full attack, you may make an additional attack at your highest base attack bonus. Your first attack that hits each round is a critical threat.

Tactical Pursuit
Gritty: Whenever you're aware of anybody moving or having moved using a climb speed, you can follow them across that surface by using the same handholds, meaning you must follow the exact same path as they did. For these purposes, you have a climb speed equal to your base land speed. You can also follow burrowing creatures through the ground and follow in the wake of swimming creatures at this same speed. These wakes caused by movement last for 2 rounds. You may run or jump into their trail normally, in order to use this ability. You also gain Track as a bonus feat.
Heroic: Whenever somebody around you flies, you may jump into their wake, following their exact path through the air. For this purpose, you have a fly speed equal to your base land speed, with maneuverability of perfect. This wake lasts 2 rounds. You gain Legendary Tracker (CAdv) as a bonus feat and may use it.
Wuxia: You are able to sense the origin of any teleportation effects with a survival check (DC=Spell Save DC). Traces of the effect last for 1 hour per spell level, or 1 hour for supernatural effects without a level equivalent. You need only line of sight to see the signs someone teleported from that spot. If you are next to it, you may cut a small hole through the astral tunnel as a move action and see whatís on the other end of the teleportation. You may widen this hole to your size as a standard action, at which point you or others may walk through it. The hole closes on its own 5 rounds after nobody interacts or walks through it, but the trace remains.
You can track across the astral plane and any other plane or environment at no penalty. The astral plane has a base DC of 25.
Super: If you move towards a person fleeing you whose move speed is your own move speed or greater, your move speed increases to their move speed + 10 feet for as long as youíre pursuing them.

Team Leader
Gritty: When aiding or being aided, increase the bonuses granted by +2. You and all allies within 60 feet are considered trained in all skills.
Heroic: Increase the bonuses from aid another by +2, for a total of +4. You and other allies within 60 feet may use replace their ability modifier with your own when making a skill check or ability check. Every ally gains +1 to all attacks, saves and checks for every ally adjacent to them.
Wuxia: Increase the bonuses from aid another by +4, for a total of +8. All allies within 60 feet may use your skill ranks instead of their own when making a skill check. Instead of the above proximity bonus, every ally gains +1 to attacks, saves and checks for every ally within their reach.
Super: Increases the bonuses from aid another by +8, for a total of +16. Whenever you or an ally within 60 feet makes a skill check, roll twice and use the better value. If multiple allies within 60 feet of you are making the same skill check (all searching for an item, listening for a sound, hiding, etc.), you may instead roll once for each such ally and all use the highest roll.

Thick Skin
You can shrug off blows that would fell others.
Gritty: You gain Damage Reduction 1/- and resistance 2 to all energy types.
Heroic: Your damage reduction increases to DR 3/- and your energy resistance increases to 6.
Wuxia: Your damage reduction increases to DR 7/- and your energy resistance increases to 14.
Super: Your damage reduction increases to DR 15/- and your energy resistance increases to 30.

Tricky Defense
Gritty: You gain evasion and uncanny dodge (as a rogue your wuxia fighter level). You are immune to dazzle, paralysis, sickening, and sleep attacks.
Heroic: You gain improved evasion and improved uncanny dodge (as a rogue your wuxia fighter level). You are immune to staggering, stunning, dazing, nausea, poisons and diseases.
Wuxia: You gain mettle, as well as slippery mind (the rogue ability). You are immune to critical hits, sneak attacks, flanking, and fear.
Super: Once per encounter, after determining the failure of a saving throw, you may replace your roll with a natural 20. You are immune to petrification, ability damage, ability drain, energy drain, blinding, deafening, confusion, entangling, fatigue and exhaustion.

Versatility
Gritty: You gain a feat. You must still meet any prerequisites for this feat.
Heroic: You gain an additional 2 feats, for a total of 3 feats.
Wuxia: You gain an additional 4 feats, for a total of 7 feats.
Super: You gain an additional 8 feats, for a total of 15 feats.

Walk it Off
Gritty: As a full-round action, you may recover 1 hit point.
Heroic: Instead of the above, as a standard action, you may recover 2 hit points.
Wuxia: Instead of the above, as a swift action, you may recover 4 hit points.
Super: Instead of the above, you gain fast healing 8.

Wushu
Gritty: You gain improved unarmed strike and deal damage as a monk of your class level.
Heroic: Your fists bypass damage reduction and hardness. You gain Stunning Fist as a bonus feat and can use it. Treat levels in wuxia fighter as levels in monk for the purposes of extra stunning attacks per day.
Wuxia: Whenever you successfully strike an opponent unarmed, you may make a disarm or sunder attack against one held or worn item as part of that attack. If you use this to make a sunder attack, it automatically hits. You gain the feat Extra Stunning as a bonus feat.
Super: Your unarmed strike deals damage as a two-handed weapon, including when calculating damage bonuses such as power attack. You gain unlimited uses of stunning fist per day. All types of creatures can be affected by this attack. On each attack, you may choose to have your fist daze or paralyze instead of stunning.

(and more to come?)

bekeleven
2015-07-15, 04:40 AM
So, I threw this together in a few hours, mostly to see if I could build a mundane capable of transitioning seamlessly through the 4 quartiles of play (http://www.enworld.org/forum/showthread.php?187713-D-amp-D-changes-every-5-levels-by-design&highlight=quartiles) and keep up with spellcasters.

A caster has answers to most of his tricks, for sure, but he'll make them sweat - and he has answers to most of theirs in turn.

Thoughts? Additional techniques?

Network
2015-07-16, 05:21 PM
I think there is too much disparity between them. Some of them are worse than what could be achieved with epic feats (Battlefield Controller), others are just bigger numbers (which the fighter doesn't need anyway), and yet others aren't really fighter stuff so much as an attempt to give them superman's powers (a spellcaster gets more out of Reflexes than an actual fighter, favoring 1st-level dips. Implacable is weird even for a fighter (they have enough weight capacity to carry a castle around? Seriously?), and Infiltrator does two completely unrelated things (stepping on rogue's toes, and making logistics easier) that should belong to two different techniques).

And then the fighter still doesn't get any of the things that is blamed on spellcasters, such as flying by level 6, getting level-appropriate immunities (death effects at level 7-8, fear effects at level 11-12, mind-affecting and divination effects at level 17-18, etc.), buffing their allies on the battlefield, sustaining themselves with food and water at level 1 (technically achievable with the Survival skill), and countering magic (counterspell, Dispel Magic, Globe of Invulnerability, Antimagic Field, etc.). Giving the fighter these things is more important and far less broken than giving them bigger numbers (Thick Skin is a big offender there. Casters don't care about DR and have many ways to avoid energy resistance, but it makes the character invincible against all non-casters that aren't also wuxia fighters). You may then consider things like Astral Projection, Gate, Genesis, Planar Binding, Plane Shift, Teleport, etc. that casters can use to get bigger and better allies (Diplomacy can technically allow the same thing), to build a world for themselves (which is not necessarily broken and may even be flavorful), or just to escape a battle that turns bad for them (which can be prevented by such things as Dimensional Anchor, which is not as strictly required as defense against magic since you get XP if your opponent escapes, but nice nonetheless).

bekeleven
2015-07-19, 01:04 AM
I think there is too much disparity between them. Some of them are worse than what could be achieved with epic feats (Battlefield Controller)Epic feats are hardly a benchmark for balance. Epic Toughness is one. Improved Spell Capacity is another.

That said, Could you let me know which epic feat beats this ability please?




others are just bigger numbers (which the fighter doesn't need anyway), and yet others aren't really fighter stuff so much as an attempt to give them superman's powers (a spellcaster gets more out of Reflexes than an actual fighter, favoring 1st-level dips. Implacable is weird even for a fighter (they have enough weight capacity to carry a castle around? Seriously?), and Infiltrator does two completely unrelated things (stepping on rogue's toes, and making logistics easier) that should belong to two different techniques).1 - Fighter does need some types of numbers. In fact, I have yet to see a fighter remux that doesn't grant at least a few. Tippy's Simple Fighter Fix was "A fighter gets an extra full-round action for every fighter level past the first." That's numbers.

And I don't think a dip would be worth it on most casters, but maybe for some non-wizard classes. The list of swift/immediate spells isn't so enormous that you'd gain much, and celerity and other action economy breakers already grant most of it without losing caster levels.

Shortly after I started writing the class (so, maybe 20 minutes in) I decided that one of the abilities should grant extra action, and I scaled the rest of the abilities with that in mind (not that every single one is equally powerful, but at least so it would be less of a complete blowout). To that end many of the ideas I had - the ability to hold anything, the ability to deflect attacks, longer reach, faster, etc - got combined, 2-3 per technique. Infiltrator eats the rogue, yes, because the Wuxia Fighter (despite its somewhat board-inspired name) doesn't fill simply the fighter's role in a party. The mundane rolls are so trivial to fill that a cleric can do all of them without breaking a sweat. Why can't a fighter do one extra by buying a couple techniques?

The abilities of the infiltrator technique are linked by flavor. However, you can use the abilities in additional ways that don't interact with the linking flavor. In other words, you can intimidate someone as a free action because you're a Dashing SwordsmanTM, but you can do something else as a free action as well, such as craft (Craftsman+Infiltrator is best combo). I personally don't see a problem allowing this.


And then the fighter still doesn't get any of the things that is blamed on spellcasters, such as flying by level 6It does get the ability to follow someone else into the air at that level, plus a climb speed.

getting level-appropriate immunities (death effects at level 7-8, fear effects at level 11-12, mind-affecting and divination effects at level 17-18, etc.)You can get imp. evasion and imp. uncanny dodge plus immunities to several negative conditions at level 6, pump your saves by pumping your stats through Living Legend, various resistances to HP damage (+HP, Healing, DR), a mundane-flavored true seeing and freedom of movement, scaling SR, and the ability to redirect onto the attacker anything that has an attack roll. But yes, on a natural 1 save-or-die, a wuxia fighter can bite the big one.

The class doesn't get immunity to magic, because that's boring and I'm not building a 1337 wizard hunter. It's a fighter... a hero... a wuxia martial artist... a (mundane) superhero.

buffing their allies on the battlefieldI actually had this one 3/4 built, couldn't finish it, scrapped it three or four times, and ended up publishing without it. It granted all allies (self included) various bonuses to things plus rerolls. I just couldn't make the upper end dramatic enough for my tastes. I'll try to finish it soon.

sustaining themselves with food and water at level 1 (technically achievable with the Survival skill), and countering magic (counterspell, Dispel Magic, Globe of Invulnerability, Antimagic Field, etc.). Giving the fighter these things is more important and far less broken than giving them bigger numbers (Thick Skin is a big offender there. Casters don't care about DR and have many ways to avoid energy resistance, but it makes the character invincible against all non-casters that aren't also wuxia fighters). You may then consider things like Astral Projection, Gate, Genesis, Planar Binding, Plane Shift, Teleport, etc. that casters can use to get bigger and better allies (Diplomacy can technically allow the same thing), to build a world for themselves (which is not necessarily broken and may even be flavorful), or just to escape a battle that turns bad for them (which can be prevented by such things as Dimensional Anchor, which is not as strictly required as defense against magic since you get XP if your opponent escapes, but nice nonetheless).Why would I want all of these things? It's a class that can keep up in a caster party and not consistently die to a spellcaster, not a character that roflstomps tier 1s all day erreyday, or even one designed to replace them.

How do you plan on making a fighter that mundanely "builds a world for himself"? Why would anyone want to play it? And instead of doing all that work, why not just play a wizard and replace the name of each spell with "Punch reality until _________"?

A lot of abilities are hard to conceptualize as mundane powers. Flight and teleportation are the classic examples, so I gave the wuxia fighter the ability to use someone else's flight and teleportation (typically an enemy, but you can fly using an ally's jetstream just as easily).

The goal of the class is, once again, making a mundane transition between the quartiles of play, and doing so without using a spell-ish system. I think I'll edit it a bit more - You're absolutely right that Thick Skin needs more going on - but I can't for the life of me figure out how I'd grant a mundane Genesis.

Elricaltovilla
2015-07-19, 08:04 AM
I'm still reading through this, but Battlefield Controller should probably add additional Attacks of Opportunity equal to your highest stat modifier, that way it doesn't negatively impact non-dexterity builds.

Network
2015-07-19, 05:47 PM
Thank you for answering my comment. I realize now it my earlier post sounded much rougher than I intended, sorry if that was the case.

While epic feats are not the greatest equalizers in the game, they do make a reference point for abilities. The epic feat I mentioned as reference was improved Combat Reflexes, and my point was along the line of ''why give seven more attacks of opportunity over 16 levels when unlimited AoOs is a thing''.

I'll review through the techniques and give you my opinion for each one.


Battle Wrestler
Gritty: You gain Improved Grapple as a bonus feat and may use it, and get an additional +4 to grapple checks.
Heroic: You gain clever wrestling as a bonus feat and may use it, and get an additional +8 to grapple checks, for a total of +12.
Wuxia: You no longer lose holds automatically for your opponent being too large. You gain an additional +16 to grapple checks, for a total of +28.
Super: Opponents who automatically succeed against your attempts to start a grapple, your grapple checks, or checks to escape a grapple no longer do so. Instead, they gain a +32 to the appropriate checks. You gain an additional +32 to grapple checks, for a total of +60.
Wuxia level is for the step 3 of the grapple, right? It could be a little more explicit, but it's fine as it is.

I would reword Super as ''Opponents that normally cannot be grappled can be grappled by you normally, but they gain a +32 bonus to their grapple modifier''. Which still has the unfortunate effect of allowing you to grapple incorporeal creatures, which is kind of weird.

Of course, the bombtastic grapple bonus means you will grapple dragons on any roll other than 1 (I don't think any non-epic monster has anything close to a +80, or even +60, grapple modifier).


Battlefield Controller
Gritty: You gain combat reflexes as a bonus feat. When you are targeted by a ranged projectile, you may make an opposed attack roll vs. the attack roll of the projectile. If you succeed, you retarget that attack anywhere within 30 feet, either towards another creature or harmlessly into the floor or a wall. It strikes using your attack roll. This uses 1 attack of opportunity.
Heroic: You gain 1 attack of opportunity per round. You may use your retargeting ability against all ranged attacks, and its range grows to 60 feet.
Wuxia: You gain 2 additional attacks of opportunity per round, for a total of 3. You may retarget melee attacks against you by making an opposed attack roll, using the same mechanism as retargeting ranged attacks. If you succeed, your opponent attacks another creature (or no creature) within both of your reaches.
Super: You gain 4 additional attacks of opportunity per round, for a total of 7. You may retarget ranged attacks within 120 feet, and you may retarget melee attacks anywhere within your reach or the attackerís reach.
IMHO, Super should give Improved Combat Reflexes (normally an epic feat) directly. You could also specify the defender's attack roll is a melee attack roll, since a ranged attack would not require the projectile to be directed at you and would be unrealistic against a melee weapon. The second half of Super could use some rewording to clarify the intended meaning, but it's not horrible.

I would tend to use this technique (with the suggested addition of Improved Combat Reflexes) as a reference point for the others. This is partly because it's something many fighter fixes already allow and because the right build (with Deflect Arrow and a class from BoVD) can achieve similar results, even in a Tier 4-5 game.


Canny
Gritty: Choose a mental ability. You may add that mental ability modifier to all skill checks using physical abilities. Add that modifier to your HP.
Heroic: You may add that mental ability modifier to all ability checks using physical abilities (such as initiative checks) and weapon damage rolls. Add that modifier twice to your HP (for a total of 3 times).
Wuxia: Add that mental ability modifier to your armor class and all saves. Add it to your HP 4 times (for a total of 7 times).
Super: Increase a mental ability score of your choice by 6. Add that mental ability modifier to all attack rolls. Add it to your HP 8 times (for a total of 15 times).
I don't think there are that many ways to get a mental ability modifier to hit points, so is there any reason the wuxia fighter can apply it 15 times? Even with a decent 24 at level 20 (and many builds have at least 34 in the primary ability at this level), this is 2100 hit points, and every +2 adds 300 hit points. Did you compare it to some crazy hit points build (that I'm not aware of) for reference? I don't think running out of hit points is even a common occurence for fighters, but if a build wants hit points, this could easily double (or even triple) the amount of hit points of even the craziest combo.

A warblade/paladin can get most of the other ''add X to Y'' bonuses fairly easily (although keyed to 2 stats instead of 1), so I'd say they are fine if the Game Master does not allow stacking of the same ability score modifier (I'm not sure if there is anything like an official rule for that, but it's a fairly simple house rule).

Combat Versatility
Gritty: You gain 2 fighter feats. You must still meet the prerequisites of these feats.
Heroic: You gain an additional 4 fighter feats, for a total of 6 feats.
Wuxia: You gain an additional 8 fighter feats, for a total of 14 feats.
Super: You gain an additional 16 fighter feats, for a total of 30 feats.
This is lots of feats. But I suggest toning down the scaling a bit. Either the fighter has a poor choice of feats, and getting more feats doesn't help, or if there is a good selection of feats to choose from it can be quite good. I'd say too good in this case. If the fighter really needs more feats, make it 3, 4, 5, 6, which amounts to a 50% increase at high levels (18 feats over 16 levels instead of 12 feats over 20 levels). They do get to pick 19 other techniques after all, and many of them only offer the equivalent of 2 to 4 feats at each technique level. A smoother progression would be 3, 3, 3, 3, which would be in line with the amount of feats on the core fighter, but I can see why you may not want to nerf it that much.


Craftsman
Gritty: You need only half of the normal raw materials when crafting an item, enabling you to craft in half the time.
Heroic: You gain the benefits of Craft Magical Arms and Armor and may craft weapons and armor as though you could cast any spell, with a caster level equal to your class level.
Wuxia: Every minute you spend crafting crafts as much as anybody else could craft in an hour (1 day crafting is equal to 8 hours). You donít need special tools or a workshop to craft. You gain the benefits of Craft Wondrous Item and may craft items as though you could cast any spell, with a caster level equal to your class level.
Super: Every round you spend crafting crafts as much as anybody else could craft in a day. Crafting does not provoke an attack of opportunity.
I think the virtual caster level technically allows the fighter to select item creation feats, so this one makes me laugh for allowing the (definitely fighter-y) tactic of crafting a wand in the middle of battle to do what you want, which I think is enough to make the class a tier 1.

If this was not intended, then I suggest not reducing the crafting time when creating magic item, and explicitely allowing the selection of other item creation feats upon leveling up.


Eagle Eye
Gritty: You gain low-light vision, darkvision 60 feet, and blindsense 30 feet.
Heroic: You gain superior low-light vision, darkvision 120, blindsense 60, blindsight 30, and tremorsense 30. Half the distance penalties for spot checks.
Wuxia: Your darkvision increases to 180 feet. Your blindsense increases to 120 feet, your blindsight and tremorsense increase to 60 feet. You may automatically save against any illusions that offer saves to which you have line of effect, even if you donít interact with them, and gain an additional save when interacting with them. You sense the location of ethereal creatures within the range of your blindsight well enough to both know their square and not incur the normal 50% miss chance to attack them.
Super: You have Darkvision 240, Blindsense 180, and Blindsight and Tremorsense 120. For every illusion with which you have line of effect, you may roll a will save to disbelieve that illusion once per round. If the illusion does not allow disbelief (for instance, an enemy spellcasterís invisibility), you instead gain the ability to see as though that illusion did not exist, although youíre still aware itís there and can visualize its effects should you choose. Illusionary supernatural abilities with no set DC use a save DC of 10 + 1/2 the casterís hit dice.
The 50% miss chance against ethereal creatures stems from them being incorporeal, not from them being hard to see, so I could see rewording at the Wuxia level.

Other than this, it is almost fine. No supernatural ability counts as an illusion because only spells (and spell-like abilities that are based on a spell) belong to a school of magic. But if we ignore this, it is fine.


Ferocious Athleticism
Gritty: You gain Skill Mastery (Climb) and suffer no armor check penalty for climbing. You gain Skill Mastery (Swim) and your armor check penalty applies only once to swim checks. You can move across poor terrain (rubble, ice, uneven, etc.) without penalty.
Heroic: You gain a climb speed and a swim speed equal to half of your base land speed. Your armor check penalty doesnít apply at all to swim checks. You can move across water at your swim speed. You can charge across poor terrain without issue.
Wuxia: Your climb speed increases to your movement speed and may climb on smooth, sheer surfaces as well as on ceilings. Your swim speed increases to your base land speed.
Super: All increases to your base land speed apply to your climb and swim speeds (bonuses still observe normal stacking rules). You may run or charge while climbing. You may breathe equally easily in water and air. You gain a +10 foot competence bonus to all forms of movement. You gain a base burrow speed of 10 (20 after the competence bonus).
All characters with a sufficiently high climb modifier can already climb ceilings, so I'd suggest you instead allow the character to climb without making a skill check.

The Super level needs some serious rewording. The wuxia fighter's climb and swim speed are already equal to his base land speed; it says nothing about the base land speed being permanent versus temporary. The point of a climb speed is that you can run or charge as if you were on land, so the statement is both irrelevant and could even imply the earlier levels give a nerfed climb speed (that doesn't allow run or charge like climb speeds normally do). I'd also switch the sentence on burrow speed and the bonus to speed, make it an enhancement bonus, and state it applies to all movement modes (including the newly-acquired burrow speed).


Implacable
Gritty: Ignore all armor check penalties. No armor reduces your movement speed. You gain the feat Endurance. If you wield multiple shields, their bonuses stack.
Heroic: Double your normal carrying capacity. You never run out of space on your person, or in your packs and bags. Whenever anything would inhibit your movement, it fails after 1 round. You suffer no penalty for carrying a medium load. Increase your maximum dexterity bonus by 2. You may apply your shield bonus to touch attacks.
Wuxia: Multiply your normal carrying capacity by 10. You can strap a shield to both arms, gain their benefits, and still wield weapons with both hands without penalty. Increase your maximum dexterity bonus by an additional 4, for a total of 6.
Super: Multiply your normal carrying capacity by 100. You suffer no penalties for carrying a heavy load. If you have both hands on something heavy, such as a small building, you can hold it balanced such that it doesnít fall apart. You have no maximum dexterity bonus. You may apply your shield bonus to all saves.
Gritty is the one dip that gives +400 to AC to a CR 57 epic monster, which... which most characters will have trouble abusing anyway unless they can get an everdancing shield or some similar crazy thing (which still requires epic levels). I don't know if this is good or bad.

I didn't even notice before that the Heroic level ability lets you cross walls of force, pits without end, and the like. It's like an infinite Iron Heart Surge (in being too open-ended for rules lawyers), except it's restricted to the stuff that inhibits movement.


Infiltrator
Gritty: You gain 1D6 sneak attack. You take no penalties from lack of sleep, and can subsist on incredibly little food and drink - about 1 meal per week.
Heroic: You gain an additional 2D6 sneak, for a total of 3D6. In addition, whenever you damage an opponent in melee, you and your allies may treat that creature as flat-footed until the end of your next round. You can move at half speed while prone and provoke no attacks of opportunity while doing so, and may move between standing and prone as a swift action. While prone, you gain +4 to AC and +4 to hide and move silently checks.
Wuxia: You gain an additional 4D6 sneak attack, for a total of 7D6. You gain Concealment (and thus, the ability to hide at any time). You can subsist on 1 meal per month and hold your breath for a day at a time.
Super: You gain an additional 8D6 sneak attack, for a total of 15D6. Once per round, you may choose a use of a skill or skill trick that takes less than 1 full round, and may use that as a free action. You can subsist on 1 meal every year and hold your breath for a week at a time.
The problem with this is that getting a permanent food source is achievable from level 1, so I'd move the ability to eat only once a year to this level. The ability to hold breath for a week could be brought down to Wuxia level, because that's about the level most characters start to get the ability to not breathe. I'd also see this technique give immunity to exhaustion at Wuxia level, then immunity to fatigue at Super level.

The ability to hide in plain sight is called (appropriately enough) Hide in Plain Sight, not Concealment, unless it's another ability that I'm not aware of (you may have meant Camouflage, with is the ranger's nerfed equivalent to Hide in Plain Sight).

Like The Wind
Gritty: You gain a +10 foot enhancement bonus to your base land speed. Add 10 feet to the range increments of all ranged weapons you wield. Every arrow you shoot ignores 1 point of damage reduction.
Heroic: Your bonus to land speed increases by +20, for a total of +30. Instead of adding 10 feet, double the range increments for all weapons you wield. Every projectile you shoot deals additional damage equal to your dexterity modifier.
Wuxia: Your bonus to land speed increases by +40, for a total of +70. Any time you attack an opponent and miss, you get a +4 on attacks against that opponent for the rest of the day. Arrows you shoot ignore damage reduction.
Super: Your bonus to land speed increases by +80, for a total of +150. Halve all penalties for range on ranged weapons you wield, and double their total damage.
Does the attack rolls bonus from Wuxia level stacks? If so this may get out of control fast. Also, does it apply to all attacks (melee and ranged) or just ranged attacks?

I think Super should change the range increments instead of reducing the range penalty (because rounding down penalties is a pain). Otherwise, I'd say this is almost as well balanced as Battlefield Controller (only the ability to double ranged damage gets me worried, because I'm not sure ranged weapons need the boost).


Living Legend
Gritty: Increase one ability score by 2.
Heroic: Increase the above score by an additional 2 and another score by 2, for a total of +4/+2.
Wuxia: Increase the above scores by 2 and another score by 2, for a total of +6/+4/+2.
Super: Increase the above scores by 2 and all other scores by 2, for a total of +8/+6/+4/+2/+2/+2.
I'd make this an enhancement bonus and change it as follow:
Gritty: +2 to all mental OR all physical.
Heroic: +4 to all mental OR all physical, and +2 to the others.
Wuxia: +6 to all mental OR all physical, +4 to the others, and +2 inherent bonus to all.
Super: +6 to all, and +5 inherent bonus to all.

This way it is slightly better without stacking with what casters can get (because untyped stacking gets crazy fast). Unless you were trying to encourage casters to cast Bull's Strength on the fighter, which they will still not do because of Polymorph.


Lockdown Master
Gritty: You may wield weapons designed for creatures 1 size category above your own without penalty. Your reach increases by 1 size category when you do so. You gain Improved Bull Rush, Improved Disarm, Improved Sunder, and Improved Trip as bonus feats and may use them.
Heroic: You gain +5 feet of reach. You gain +4 to all bull rush, disarm, sunder and trip rolls (except for the attacks to initiate the maneuvers).
Wuxia: You may wield weapons designed for creatures 2 size categories above your own without penalty. Your reach increases 2 size categories when you do so. You gain an additional +8 to all bull rush, disarm, sunder and trip rolls, for a total of +12.
Super: You gain an additional +10 feet of reach, for a total of +15 feet. You gain an additional +16 to all bull rush, disarm, sunder and trip rolls, for a total of +28.
Reach does not have size category, so I guess you meant the reach increases by +5 (and later +10) feet instead? Giving 4 feats at Gritty level, along with an ability that is almost equivalent to two feats, is a bit much compared to Combat Versatility (which would give 3 feats with the suggested change above, but currently only gives 1 feat).


Reflexes
Gritty: You gain 1 additional action per round. You may use this action as a swift action. You may use a swift action any time you may use an immediate action. During your turn, you may use a swift action instead of a move action.
Heroic: You may use your additional action as a move action.
Wuxia: You may use your additional action as a standard action.
Super: Instead of the above additional action, you gain an additional full-round action every round. You may split this into a standard and a move action as normal.

Gritty is nearly useless for a fighter, because there are so little things fighters can get that require swift actions. This technique gives one, though it does make the wuxia fighter kind of a hit-and-runner for getting 3 move actions and 1 standard action per turn (or 2 move actions and 1 full-round action). And I think there is a magic item somewhere that changes move actions to standard actions.

By RAW, Heroic does nothing, because Gritty allows you to convert your swift actions to move actions. Wuxia does something, but getting 2 move actions and 2 standard actions at level 11 is not as impressive as getting 3 move actions and 1 standard action at level 1. Wuxia may or may not let you make 2 full-round actions a turn if the Game Master rules that 1 full-round action=1 move + 1 standard, and that the swift action traded for a move action can be combined with the free standard action. At 16th level, you get 2 full-round actions and 1 move action, or 1 full-round, 1 standard and 2 moves, or 2 standard and 3 moves, which is actually quite impressive.


Skill Monkey
Gritty: You gain 4 skill points and trapfinding.
Heroic: You gain an additional 8 skill points and skill mastery for a skill of your choice.
Wuxia: You gain an additional 16 skill points for a total of 24, and skill mastery for 2 additional skills, for a total of 3. Your maximum skill ranks increase by 1 for skills youíve mastered.
Super: You gain an additional 32 skill points, for a total of 56, and skill mastery for 4 additional skills, for a total of 7. Instead of the previous increase in maximum ranks, your maximum skill ranks increase by 2 for all skills.
Maximum rank increases always allow for early entry shenanigans, so I'm a bit worried here. Otherwise, it's fine, even though skills aren't as fun as the other stuff, and I think the ability should give more skills per class level instead of a flat amount of skill points.


Stand Firm
Gritty: You gain a +4 resistance against bull rush, disarm, overrun, sunder, and trip attacks, as well as on your AC against attempts to start grapples and on rolls to escape grapples. You gain 8 additional hit points. When you would be affected with any effect that allows spell resistance, you may choose to gain spell resistance equal to 5 + your class level against that spell.
Heroic: Your bonuses against the above attacks increase by 8, for a total of +12. Your hit points increase by 16, for a total of 24. Your effective spell resistance increases to 10 + class level.
Wuxia: Your bonuses against the above attacks increase by 16, for a total of +28. Your hit points increase by 32, for a total of 56. Your effective spell resistance increases to 15 + class level.
Super: Your bonuses against the above attacks increase by 32, for a total of +60. Your hit points increase by 64, for a total of 120. Your effective spell resistance increases to 20 + class level.
Canny overshadows this technique by a fair margin in terms of bonus hit points given. I think +60 to all opposed combat checks is too much for the same reason I think a +60 to grapple from Battle Wrestler is too much: you'll never miss except on a 1.


Striker
Gritty: You may make a full attack at the conclusion of a charge.
Heroic: You may make a full attack as a standard action.
Wuxia: You may make a full attack as an attack of opportunity.
Super: Whenever you make a full attack, you may make an additional attack at your highest base attack bonus. Your first attack that hits each round is a critical threat.
I've never been a fan of the ''full attack as a standard action'' ability, because it removes a layer of quick-thinking from the game (people normally have to choose between moving and making more attacks). Pounce isn't as bad because charging requires a full-round action and has limits to it's usage (it isn't just move + full-attack).

However, no matter your preference, the Wuxia and Super level abilities I definitely see as problematic. With the proper build, a vanilla fighter can already get 6 attack per attack by using an AoO-trip combo, and the Wuxia level ability alone could probably quadrule the number of attacks on that build (effectively making it 24 attacks per attack). The ability to make critical hits on a regular basis in general is crazy, thanks to all the crazy things you can add to a critical hit (automatic confirmation is the least of them).


Tactical Pursuit
Gritty: Whenever anybody around you moves using a climb speed, you can follow them across that surface by using the same handholds, meaning you must follow the exact same path as they did. For these purposes, you have a climb speed equal to your base land speed. You can also follow burrowing creatures through the ground and follow in the wake of swimming creatures at the same speed. These wakes caused by movement last for 2 rounds. You may run or jump into their trail normally, in order to use this ability. You also gain Track as a bonus feat.
Heroic: Whenever somebody around you flies, you may jump into their wake, following their exact path through the air. For this purpose, you have a fly speed equal to your base land speed, with maneuverability equal to that of your quarry. This wake lasts 2 rounds. You gain Super Tracker (CAdv) as a bonus feat and may use it.
Wuxia: You are able to sense the origin of any teleportation effects with a survival check (DC=Spell Save DC). Traces of the effect last for 1 hour per spell level, or 1 hour for supernatural effects without a level equivalent. You need only line of sight to see the signs someone teleported from that spot. If you are next to it, you may cut a small hole through the astral tunnel as a move action and see whatís on the other end of the teleportation. You may widen this hole to your size as a standard action, at which point you or others may walk through it. The hole closes on its own 5 rounds after nobody interacts or walks through it, but the trace remains.
You can track across the astral plane and any other plane or environment at no penalty.
Super: If you move towards a person fleeing you whose move speed is your own move speed or greater, your move speed increases to their move speed + 10 feet for as long as youíre pursuing them.
Define ''around you'' please. Does this mean adjacent to you? Or within reach? Or within line of sight? Or does the distance does not matter as long as you start following before the wake expires?

The origin of a teleportation is usually thought of as the initial position of the teleporter, but at Heroic level it seems you mean the destination.

Are there penalties for tracking on the Astral Plane? I thought the major problem was that following a track through the air has a DC of 120 (or maybe it was just for gods with Divine Ranger).

Thick Skin
You can shrug off blows that would fell others.
Gritty: You gain Damage Reduction 1/- and resistance 2 to all energy types.
Heroic: Your damage reduction increases to DR 3/- and your energy resistance increases to 6.
Wuxia: Your damage reduction increases to DR 7/- and your energy resistance increases to 14.
Super: Your damage reduction increases to DR 15/- and your energy resistance increases to 30.
This is crazy because any other character will need to have at least 20 Con, take 5 times the same feat and be a barbarian to get the amount of damage reduction this technique gives. It not only represents a mere 1/20 of the wuxia fighter's advancement, but with the same feat investment he can get DR 25/-, which makes him immune to almost all weapon damage except that caused by the best Łbercharger. Combined with insane amounts of hit points from Canny, these two techniques alone make the wuxia fighter invincible in melee combat. The energy resistance, on the other hand, begins quite poorly (energy resistance 2? As if that even mattered), but becomes level-appropriate at higher levels (for an extraordinary ability at least). The wuxia fighter still doesn't get much in the way of dessication damage or force damage resistance, though, so spellcasters can just use different spells.


Tricky Defense
Gritty: You gain evasion and uncanny dodge (as a rogue your wuxia fighter level). You are immune to nausea, dazzle, paralysis, and sleep attacks.
Heroic: You gain improved evasion and improved uncanny dodge (as a rogue your wuxia fighter level). You are immune to staggering, stunning, dazing, poisons and diseases.
Wuxia: You gain mettle, as well as slippery mind (the rogue ability). You are immune to critical hits, sneak attacks, and flanking.
Super: Once per encounter, after determining the failure of a saving throw, you may replace your roll with a natural 20.

It gets immunity to nausea, but does it get immunity to sickness?


Versatility
Gritty: You gain a feat. You must still meet any prerequisites for this feat.
Heroic: You gain an additional 2 feats, for a total of 3 feats.
Wuxia: You gain an additional 4 feats, for a total of 7 feats.
Super: You gain an additional 8 feats, for a total of 15 feats.
Same issue as with Combat Versatility, except this one is obviously more open-ended and so, possibly more powerful.


Walk it Off
Gritty: As a full-round action, you may recover 1 hit point.
Heroic: Instead of the above, as a standard action, you may recover 2 hit points.
Wuxia: Instead of the above, as a swift action, you may recover 4 hit points.
Super: Instead of the above, you gain fast healing 8.
With enough efforts (DMM a persistent lesser vigor), a spellcaster can get infinite out-of-combat healing for his whole party at level 1. Without efforts, he must be level 5-6 and take a reserve feat to only heal his teamates up to 50% health. Which one do you prefer here?

At least the wuxia fighter gets something to do with his swift actions for like 5 levels.

Wushu
Gritty: You gain improved unarmed strike and deal damage as a monk of your class level.
Heroic: Your fists bypass damage reduction and hardness. You gain Stunning Fist as a bonus feat and can use it.
Wuxia: Whenever you successfully strike an opponent unarmed, you may make a disarm or sunder attack against one held or worn item as part of that attack. If you use this to make a sunder attack, it automatically hits. You gain the feat Extra Stunning as a bonus feat.
Super: Your unarmed strike deals damage as a two-handed weapon, including when calculating damage bonuses such as power attack. You gain unlimited uses of stunning fist per day. All types of creatures can be affected by this attack. Against foes immune to stunning, stunning fist automatically dazes or paralyzes (your choice each time).
Gritty: Fine.
Heroic: Possibly very strong, if you are the only one that can bypass a high DR. But in what circumstances can do end up with a bonus feat that you CANNOT use? Why make the distinction at all? Also, maybe add that wuxia levels add attempts as monk levels do, just for the fun of it?
Wuxia: You do realize this extends yet again the gap between disarm and sunder right? If anything, disarm should be an automatic hit instead of sunder.
Super: Can you daze or paralyze a creature not immune to stunning (I realize dazing is worse than stunning, but the question still holds)?

bekeleven
2015-07-20, 01:48 AM
OK, wow. Thanks for the feedback. Let me get started...


While epic feats are not the greatest equalizers in the game, they do make a reference point for abilities. The epic feat I mentioned as reference was improved Combat Reflexes, and my point was along the line of ''why give seven more attacks of opportunity over 16 levels when unlimited AoOs is a thing''.Yes, one part of the super ability is worse than epic combat reflexes. But the ability to use any attack of opportunity to deflect any melee or ranged attack into an opponent, with a new attack roll of your own, is not granted by said feat.

That's 2 comments in a row saying the class needs more (or more flexible) attacks of opportunity. I think the ability to deflect 7+Dex attacks onto an enemy is fine as-is powerwise; battle wrestler doesn't make grappling not require strength (although... well, ok, it does eventually), Craftsman doesn't remove craft's int dependency, etc.

Combined with striker at Heroic level, you have 7+Dex chances per round to make enemies attack each other or full attack. Combined with lockdown master, you have a reach of 35 feet or more. When you combine the techiques you get more than the sum of their parts.


Wuxia level is for the step 3 of the grapple, right? It could be a little more explicit, but it's fine as it is.

I would reword Super as ''Opponents that normally cannot be grappled can be grappled by you normally, but they gain a +32 bonus to their grapple modifier''. Which still has the unfortunate effect of allowing you to grapple incorporeal creatures, which is kind of weird.

Of course, the bombtastic grapple bonus means you will grapple dragons on any roll other than 1 (I don't think any non-epic monster has anything close to a +80, or even +60, grapple modifier).Yep - Battle Brawler is the fighter's DC-pumped save or lose. The problem is that he removes himself from the fight, and he needs Wushu (or IUS through combat versatility, or a good light weapon) to close it out in a reasonable timeframe.

I tend to word things exhaustively, perhaps because I also homebrew custom magic cards. Freedom of Movement allows a person to automatically succeed a roll to escape a grapple, which your wording wouldn't cover. You can grapple them... but they're gone next round, every round. Could get frustrating.

Just realized this doesn't grant improved grab. Seems like that should come up at some point.


IMHO, Super should give Improved Combat Reflexes (normally an epic feat) directly. You could also specify the defender's attack roll is a melee attack roll, since a ranged attack would not require the projectile to be directed at you and would be unrealistic against a melee weapon. The second half of Super could use some rewording to clarify the intended meaning, but it's not horrible.

I would tend to use this technique (with the suggested addition of Improved Combat Reflexes) as a reference point for the others. This is partly because it's something many fighter fixes already allow and because the right build (with Deflect Arrow and a class from BoVD) can achieve similar results, even in a Tier 4-5 game.I can see some rewording being necessary here, yes. Still not convinced infinite AoOs are good when you already have a bunch and each one reverses an enemy attack.


I don't think there are that many ways to get a mental ability modifier to hit points, so is there any reason the wuxia fighter can apply it 15 times? Even with a decent 24 at level 20 (and many builds have at least 34 in the primary ability at this level), this is 2100 hit points, and every +2 adds 300 hit points. Did you compare it to some crazy hit points build (that I'm not aware of) for reference? I don't think running out of hit points is even a common occurence for fighters, but if a build wants hit points, this could easily double (or even triple) the amount of hit points of even the craziest combo.

A warblade/paladin can get most of the other ''add X to Y'' bonuses fairly easily (although keyed to 2 stats instead of 1), so I'd say they are fine if the Game Master does not allow stacking of the same ability score modifier (I'm not sure if there is anything like an official rule for that, but it's a fairly simple house rule).Canny grants the mental ability modifier to AC, attack rolls, etc. and hit points (15 times). A 32 in that ability would only grant 6*15=90 HP at super level.

The technique is an homage to the factotum. Specifically, how I tend to build factotums, with Faerie Mysteries Initiate and a cocktail of other effects to get Int to AC several times, attacks twice, damage, saves, most skills, and every hit die (although instead of Con).

It's one of the most build-around techniques, and doesn't directly synergize with any of the others.


This is lots of feats. But I suggest toning down the scaling a bit. Either the fighter has a poor choice of feats, and getting more feats doesn't help, or if there is a good selection of feats to choose from it can be quite good. I'd say too good in this case. If the fighter really needs more feats, make it 3, 4, 5, 6, which amounts to a 50% increase at high levels (18 feats over 16 levels instead of 12 feats over 20 levels). They do get to pick 19 other techniques after all, and many of them only offer the equivalent of 2 to 4 feats at each technique level. A smoother progression would be 3, 3, 3, 3, which would be in line with the amount of feats on the core fighter, but I can see why you may not want to nerf it that much.A fighter feat is about... say, 10-20% as good as another feat on a generic character, because a character getting the most power and versatility from feats is a spellcaster, and they take metamagic feats.

On non-casters, a granting a fighter feat obeys the bathtub curve (https://en.wikipedia.org/wiki/Bathtub_curve). The first few slots will get powerful tricks like power attack and leap attack, then the feats are useless, the finally towards the end you unlock the end of the feat trees, which are almost as good as non-fighter feats. The middle of the curve, though, where a fighter tends to hit by level 6-10 depending on whether he's using his normal feats to complement... that's a terrible place to play, and I'd like to skip it.

For a shorter answer: Fighter feats have a good selection, so long as the selection is large enough. Otherwise, they have a poor selection.

That said, this technique should grant a virtual fighter level. Any campaign with a Wuxia fighter has already 100% obsoleted the fighter, and make no mistake. Might as well unlock the PHBII goodies.


I think the virtual caster level technically allows the fighter to select item creation feats, so this one makes me laugh for allowing the (definitely fighter-y) tactic of crafting a wand in the middle of battle to do what you want, which I think is enough to make the class a tier 1.

If this was not intended, then I suggest not reducing the crafting time when creating magic item, and explicitely allowing the selection of other item creation feats upon leveling up.You can craft arms/armor/wondrous with a caster level equal to your class level; you don't actually gain a caster level.

Even if you could, you wouldn't be able to cast spells for the purposes of crafting wands etc. At least as intentioned, although there's some wiggle room.

That said, I should reword this to make it more clear. The Wuxia ability is especially vague.


The 50% miss chance against ethereal creatures stems from them being incorporeal, not from them being hard to see, so I could see rewording at the Wuxia level.

Other than this, it is almost fine. No supernatural ability counts as an illusion because only spells (and spell-like abilities that are based on a spell) belong to a school of magic. But if we ignore this, it is fine.You're right. This needs rewording.


All characters with a sufficiently high climb modifier can already climb ceilings, so I'd suggest you instead allow the character to climb without making a skill check.

The Super level needs some serious rewording. The wuxia fighter's climb and swim speed are already equal to his base land speed; it says nothing about the base land speed being permanent versus temporary. The point of a climb speed is that you can run or charge as if you were on land, so the statement is both irrelevant and could even imply the earlier levels give a nerfed climb speed (that doesn't allow run or charge like climb speeds normally do). I'd also switch the sentence on burrow speed and the bonus to speed, make it an enhancement bonus, and state it applies to all movement modes (including the newly-acquired burrow speed).I actually reworded this slightly, earlier today. That said...

A climb speed grants the ability to climb without making a check: It allows you to always take 10.
It does not grant you the ability to run or charge: Creatures cannot run while climbing. (http://www.d20srd.org/srd/specialAbilities.htm#climb)

If you move at a move speed of 30 and somebody casts longstrider, you now move at a move speed of 40. You can interpret this as you having a land speed of 40 (I don't; I see you having a move speed of 30+10, again, might be because of designing magic cards). However, I can't see an interpretation where you have a base land speed of 40, which would open up all kinds of stacking abuse.

The Wuxia level needs some rewording to reflect that it's "base" being granted.



Gritty is the one dip that gives +400 to AC to a CR 57 epic monster, which... which most characters will have trouble abusing anyway unless they can get an everdancing shield or some similar crazy thing (which still requires epic levels). I don't know if this is good or bad.

I didn't even notice before that the Heroic level ability lets you cross walls of force, pits without end, and the like. It's like an infinite Iron Heart Surge (in being too open-ended for rules lawyers), except it's restricted to the stuff that inhibits movement.You're right. I should reword the freedom of movement effect.

Here's FoM: "[enables you] to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web."
Here's Implacable: "Whenever anything would inhibit your movement, it fails after 1 round."

I'd like to say "I should make mine read like that" but... looking closely, I think freedom of movement lets you walk through walls of force too. I'm not sure what to do here, because I don't like I want to allow that.

That said, it should say "fails to affect you after 1 round."


The problem with this is that getting a permanent food source is achievable from level 1, so I'd move the ability to eat only once a year to this level. The ability to hold breath for a week could be brought down to Wuxia level, because that's about the level most characters start to get the ability to not breathe. I'd also see this technique give immunity to exhaustion at Wuxia level, then immunity to fatigue at Super level.

The ability to hide in plain sight is called (appropriately enough) Hide in Plain Sight, not Concealment, unless it's another ability that I'm not aware of (you may have meant Camouflage, with is the ranger's nerfed equivalent to Hide in Plain Sight).
Hide in Plain Sight is simply: "You may hide while being observed."
You can use concealment to make hide checks. (http://www.d20srd.org/srd/combat/combatModifiers.htm#concealment)
Granting Concealment, therefore, effectively grants hide in plain sight - but in addition, it also grants you a 20% miss chance against all attacks.

The eating/drinking abilities are mostly flavor; the rogue replacement is supposed to carry the mechanical weight of this one.

When spitballing the class, I actually discussed this with a friend: The magical ability to not eat or drink is strictly better than the ability to "subsist on one meal a year" and "hold your breath for a week." But the second is, somehow, much cooler. It's because of the flavor. A heroic character shouldn't need no food yet.

Since most of Infiltrator is mechanics, I made a flavor concession. The ability to not eat doesn't feel mundane to me, but the ability to eat once a year? Well, it's a stretch, but maybe a superhero could pull it off...

I'll add that - I prepare characters with this in mind. Everlasting Rations, Field Provisions Box, Survival Pouch, Everfull Mug, decanter of endless water... I've built characters with all of them. I've never build a character (level 5+) that had none of them, save for warforged.

And yet, it's never come up. Not in a single game.

That's why I'm ok with it being a flavor ability.

Does the attack rolls bonus from Wuxia level stacks? If so this may get out of control fast. Also, does it apply to all attacks (melee and ranged) or just ranged attacks?

I think Super should change the range increments instead of reducing the range penalty (because rounding down penalties is a pain). Otherwise, I'd say this is almost as well balanced as Battlefield Controller (only the ability to double ranged damage gets me worried, because I'm not sure ranged weapons need the boost).Ranged weapons absolutely need a boost; their damage is piss-poor compared to melee, which gets power attack. Actually, maybe I should add ranged power attack (http://archive.wizards.com/default.asp?x=dnd/ask/20061227a) somewhere in this.

And should totally clarify that the bonus is to ranged attacks. In general, a 10th+ level fighter shouldn't miss shots often. Legolas is a hero - he's level 6 to 8. I don't see characters in Ang Lee movies missing shots very often.



I'd make this an enhancement bonus and change it as follow:
Gritty: +2 to all mental OR all physical.
Heroic: +4 to all mental OR all physical, and +2 to the others.
Wuxia: +6 to all mental OR all physical, +4 to the others, and +2 inherent bonus to all.
Super: +6 to all, and +5 inherent bonus to all.

This way it is slightly better without stacking with what casters can get (because untyped stacking gets crazy fast). Unless you were trying to encourage casters to cast Bull's Strength on the fighter, which they will still not do because of Polymorph.It's my experience that a fighter will still have gloves of dexterity, a belt of giant strength, etc. I'm not worried about spell stacking but about stacking with the items every mundane build already has (and that this guy can make for himself). Also: Being just stronger than people, or just stronger and smarter, is something that feels more mundane than granting enhancement bonuses.

Oh yeah, I should note that craftsman can improve items.

I did increase the power of the Super level earlier today, since you quoted it.

Reach does not have size category, so I guess you meant the reach increases by +5 (and later +10) feet instead? Giving 4 feats at Gritty level, along with an ability that is almost equivalent to two feats, is a bit much compared to Combat Versatility (which would give 3 feats with the suggested change above, but currently only gives 1 feat).Combat versatility currently grants 2 feats at Gritty.

Also, reach does have a size category, sort of (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat), at least enough that I'm comfortable using the terminology.

Remember how I said that a fighter feat is a fraction of a real feat? Well, a preselected fighter feat is worse when it's not either a good one, or a prerequisite for a good one. Improved Sunder, for instance, is one of the worst feats in the player's handbook (yeah I went there), beating only toughness and a handful of others - I'd rate it as worse than the +2/+2 skill feats, which will at least come up, whereas sunder is just "instead of killing your opponent directly, why not attack your wealth by level?" The value of sunder only barely crosses from negative to positive if you have Wuxia-level Wushu, which is a function of a different technique entirely. Bull Rush is a nondamaging maneuver on a chassis that can kill every level-appropriate threat in 1-3 hits (generally closer to 1). Disarm is OK, but still deals no damage.

Trip is the only ability here worth its salt. Basically Gritty level grants 2 feats: Combat Expertise and Improved Trip (the only reason people take combat expertise is to qualify for improved trip, so you have the only benefit of the feat already). It also grants Improved Disarm, which is something you may use if you want a nonlethal capture and need a worse alternative to Battle Wrestler, and Improved Sunder, which is a trap option bordering on a negative.

The weapon size increase can be modeled as Willing Deformity, Deformity (Gaunt), and Monkey Grip. Two of which are terrible feats, but one of which is nice (the one actually granting reach). This is a bit more of a stretch at Gritty level. I'm thinking of swapping the reach and size progressions so that you get +5ft, +1 Size, +10 ft, +2 Size instead of the current.


Gritty is nearly useless for a fighter, because there are so little things fighters can get that require swift actions. This technique gives one, though it does make the wuxia fighter kind of a hit-and-runner for getting 3 move actions and 1 standard action per turn (or 2 move actions and 1 full-round action). And I think there is a magic item somewhere that changes move actions to standard actions.

By RAW, Heroic does nothing, because Gritty allows you to convert your swift actions to move actions. Wuxia does something, but getting 2 move actions and 2 standard actions at level 11 is not as impressive as getting 3 move actions and 1 standard action at level 1. Wuxia may or may not let you make 2 full-round actions a turn if the Game Master rules that 1 full-round action=1 move + 1 standard, and that the swift action traded for a move action can be combined with the free standard action. At 16th level, you get 2 full-round actions and 1 move action, or 1 full-round, 1 standard and 2 moves, or 2 standard and 3 moves, which is actually quite impressive.1 - I should reword the Gritty ability to, "You may take swift actions in place of move actions." You're right that the current wording can be read another way.
2 - The Wuxia fighter has one or two sources of swift actions (namely walk if off) but mostly benefits from swift magical items, like Chronocharms and Anklets of Translocation. The Gritty ability is a bit of a letdown, but I'm OK with it because (a) starting at Heroic level this is a must-have, (b) the progression from heroic to super makes perfect sense, (c) I don't want to move those down and grant something else at super, (d) therefore I needed something else at gritty.

Basically I expect Reflexes to be a very common Level 6 pick, and to never appear levels 1-5. And as much as that annoys me, I think it's the best way to balance it.

Maybe... an extra move action, but it can only be used for movement, and you have half speed for it? I dunno.


Maximum rank increases always allow for early entry shenanigans, so I'm a bit worried here. Otherwise, it's fine, even though skills aren't as fun as the other stuff, and I think the ability should give more skills per class level instead of a flat amount of skill points.I chose to grant the skill points this way for simplicity's sake. It could also read something to the effect of, "You immediately gain 1 skill point per class level and gain an additional skill point every time you level up" but it's a bit clunky and somewhat harder to scale at the high end.

I view skill monkey as one of the least powerful techniques, along with maybe thick skin, so if it allows early entry into a prestige class after 11 levels in Wuxia Fighter (at which point you have 14 natural skill ranks) then.... I'm OK with that.



Canny overshadows this technique by a fair margin in terms of bonus hit points given. I think +60 to all opposed combat checks is too much for the same reason I think a +60 to grapple from Battle Wrestler is too much: you'll never miss except on a 1.The entire technique is basically worse than Greater Blink, or any other number of midlevel caster tricks.

Any one of these tricks is worse than just attacking something, with two exceptions. First, with improved trip, a successful trip is worth it because it gives you your attack back. The second way to be attack-neutral is to have Trip (Ex) like a wolf, because that's also attack neutral. So you gain the ability to avoid worse penalties in edge cases where you're being hit anyway.


I've never been a fan of the ''full attack as a standard action'' ability, because it removes a layer of quick-thinking from the game (people normally have to choose between moving and making more attacks). Pounce isn't as bad because charging requires a full-round action and has limits to it's usage (it isn't just move + full-attack).

However, no matter your preference, the Wuxia and Super level abilities I definitely see as problematic. With the proper build, a vanilla fighter can already get 6 attack per attack by using an AoO-trip combo, and the Wuxia level ability alone could probably quadrule the number of attacks on that build (effectively making it 24 attacks per attack). The ability to make critical hits on a regular basis in general is crazy, thanks to all the crazy things you can add to a critical hit (automatic confirmation is the least of them).The thing is that a fighter 20 with a greatsword, power attack, and leap attack is dealing 2D6+60+1.5xStr per hit. Throw on a valorous weapon, make him a half-orc or orc, give a barbarian dip, a few levels in frenzied berserker, and your 20th level tier 4 character deals something like 2D6+300 damage per hit (I sure hope he rolls a one (http://www.giantitp.com/comics/oots0121.html)).

Wait, which side am I arguing again?

Oh, right: After pounce, all further increases to attacks are 100% irrelevant. A level 20 mundane character has a very high probability of felling any foe in the monster manual in a full attack. And a reasonable chance of killing many epic-level threats, too (the "bag of numbers" threats that wizards have been killing for 9 levels). If you're battling multiple foes, they won't be level-appropriate, so each should have less HP. Simply, after a certain amount of damage, increases don't matter. Well, I guess you can hack through a stone wall faster...

The technique absolutely succeeds in raising the floor of optimization ("Noob-op"), and increases its TO ceiling, but someone well-versed in PO... like myself, or most people spending time on this forum... won't get any meaningful benefit from the higher levels.

Dealing damage is the one thing that mundanes do more easily than casters; it's dealing damage with obstacles that's the problem. For instance, full attacking as a standard action lets you FA against someone across a rubble floor... saving you maybe 1K in magical items allowing that.


Define ''around you'' please. Does this mean adjacent to you? Or within reach? Or within line of sight? Or does the distance does not matter as long as you start following before the wake expires?

The origin of a teleportation is usually thought of as the initial position of the teleporter, but at Heroic level it seems you mean the destination.

Are there penalties for tracking on the Astral Plane? I thought the major problem was that following a track through the air has a DC of 120 (or maybe it was just for gods with Divine Ranger).According to Dragon Comp, tracking through the astral has a base DC of 25. I should mention that.

"Around you" is mechanically meaningless. The only limit is whether you can reach the wake before it expires. I may update that language.

The origin of a teleportation effect is the initial position. "You need only line of sight to see the signs someone teleported from that spot." It's the starting point, which is why the ability is of use to trackers.


This is crazy because any other character will need to have at least 20 Con, take 5 times the same feat and be a barbarian to get the amount of damage reduction this technique gives. It not only represents a mere 1/20 of the wuxia fighter's advancement, but with the same feat investment he can get DR 25/-, which makes him immune to almost all weapon damage except that caused by the best Łbercharger. Combined with insane amounts of hit points from Canny, these two techniques alone make the wuxia fighter invincible in melee combat. The energy resistance, on the other hand, begins quite poorly (energy resistance 2? As if that even mattered), but becomes level-appropriate at higher levels (for an extraordinary ability at least). The wuxia fighter still doesn't get much in the way of dessication damage or force damage resistance, though, so spellcasters can just use different spells.As you mentioned, it's not terribly useful in high-op matchups. In level-appropriate challenges...

The first CR16 listed in MM1 is the paladin Hound Archon. His attacks deal 2D6+9 (x4) and 1D8+2. More relevant is his ability to smite evil 3/Day, so his first full attack would deal 2D6+20 for three swings. If he's prepared he'll cast Bull's Strength for another +3 on each attack. He's not dealing much, but then, your level 16 Wuxia Fighter just blew his single most powerful ability to make that happen.

The second CR16 is the Horned Devil. Its attack routine deals 2D6+15+Stun (x3), 2D8+5, 2D6+5+Infernal Wound. So the Wuxia fighter, presumably tanking, takes 6D6 from the first volley (rolling DC27 vs stun each time), probably takes very little from the 4th attack (up to 6 without a crit, or up to 27 with a crit, but generally 0), and likely takes nothing from the tail, but 3/36ths of the time or on crits has to deal with infernal wound dealing 2 additional damage per round. And he has power attack, so if you forgot AC, he can change his +25 to hit into an additional.... 50 damage.

Oh, and what's the Wuxia Fighter doing back? DR 10/Good and silver, resist 10 to 2 energies, and immunity to 2 others seems par for the course. Throw in Regeneration and you're dealing nonlethal unless you have a good-aligned silver weapon. Hey, at least the Wuxia fighter can be killed by damage.

The next CR16 is the greater stone golem. It punches for 4D8+13 per fist (17-45, average of 31, before crits) meaning that you're DRing away less than half of the damage it's dealing. Oh, and it casts slow as a free action every few rounds until you fail. But golems are mostly a challenge for casters; this is a good matchup for you.

So yes, if you spend your only Super-level technique on DR, then the DR can prevent more than half the damage dealt by foes designed to use 25% of your daily resources before being defeated. Wizards, meanwhile, are one level from 9th level spells. The Wuxia fighter is designed to not be useless in comparison.

Immunity to weapons is a 7th level spell, for comparison.


It gets immunity to nausea, but does it get immunity to sickness?The Wuxia Fighter should get immunity to sicken.

Same issue as with Combat Versatility, except this one is obviously more open-ended and so, possibly more powerful.Yep - this is one of the most powerful effects the class offers, I agree.

With enough efforts (DMM a persistent lesser vigor), a spellcaster can get infinite out-of-combat healing for his whole party at level 1. Without efforts, he must be level 5-6 and take a reserve feat to only heal his teamates up to 50% health. Which one do you prefer here?I've written fighters that heal others as (Ex) abilities (http://www.giantitp.com/forums/showthread.php?302593) before. In this class I wanted to restrict healing of others to one or more leadership techniques, none of which are finished enough to be published. I should fix that.

My balance point was mostly the binder (infinite out of combat healing at low levels) although I also like the dragon shaman (heal party to 1/2 with no actions starting level 1). Consider as well, that healing with items is trivially cheap (http://www.giantitp.com/forums/showthread.php?406113-Constitution-Progression-by-Level-the-Wand-of-Lesser-Vigour-and-other-Goodies&p=19026439) even at low levels.

You start off with "Hold on guys, let me rest for a few minutes," move on to the literal walk-it-off stage, then finally can heal in combat with varying degrees of effectiveness. This ability hits the sweet spot of something that looks rather cool, and simplifies character-building (particularly gear), but is in no way overpowered. If anything, it's underpowered until level 11.

Gritty: Fine.
Heroic: Possibly very strong, if you are the only one that can bypass a high DR. But in what circumstances can do end up with a bonus feat that you CANNOT use? Why make the distinction at all? Also, maybe add that wuxia levels add attempts as monk levels do, just for the fun of it?
Wuxia: You do realize this extends yet again the gap between disarm and sunder right? If anything, disarm should be an automatic hit instead of sunder.
Super: Can you daze or paralyze a creature not immune to stunning (I realize dazing is worse than stunning, but the question still holds)?Heroic: The distinction is due to a conversation on the 3.5 forums recently, where curmudgeon tried to argue that while you can gain bonus feats however you want, by RAW you can't use them until you meet prereqs. The argument tired me out and I decided to bypass it here.
Wuxia: Disarm is a one-check success that prevents an oppoent from using a weapon/wand/etc. Sunder is a check-then-damage that probably kills a weapon or armor, and kills your WBL. Sunder is already a less attractive option, and the Wuxia level looked weak without it, so I figured: You're clearly already punching them. They're wearing clothing and blocking with stuff. You're already punching their stuff, and your fists already bypass item hardness, so why wouldn't you just be punching through it?
Heroic: As written you can't do that.

I should add scaling stunning, and possibly adjust the heroic attack options.

Whew, that was way longer than I expected. I'll get to changes later; I tried to italicize notes I need to come back to. Once again, Thanks for the feedback!

For completeness:
Make at least one leadership technique

bekeleven
2015-07-25, 01:42 AM
Updated! I did everything mentioned in the previous post, and added the following techniques:

Drill Sergeant: Cajole your allies into action. Grant a bonus to their rolls and spur them to action when they're stricken.

Morale Officer: Heal the wounds of your allies, although it may come at the expense of your own health!

Team Leader: Help your incompetent allies with their skill use. Become a more effective team with larger bonuses when aiding and teamwork benefits simply for working near allies.

nonsi
2015-07-25, 11:29 AM
.
Without getting into power-level resolution, I guess that as far as most techniques go, you could let it slide.
Some, however, seem a bit too much and go totally cartoon.

- Battle Wrestler (Wuxia+) - See if you could picture Mr. Wuxia Fighter wrestle the Tarrasque and pinning it down with an arm lock.
- Craftsman (Wuxia+) - Speedy Gonzales now cries itself to sleep at night.
- Implacable (Wuxia+) - I mean, walking with a building on top of your head :smallbiggrin:
- Like The Wind (Super) - Roadrunner now cries itself to sleep at night.
- Lockdown Master (Wuxia+) - I'd expect to see stuff like that in "Fairly Odd Parents", not marvel animation.

bekeleven
2015-07-30, 02:28 AM
Battle Wrestler (Wuxia+) - See if you could picture Mr. Wuxia Fighter wrestle the Tarrasque and pinning it down with an arm lock.In order for wrestling godzilla to actually be a funny image you have to be medium-sized. So you have (let's say) +15 BAB, +15 strength, +4 Improved Grapple, +10 Misc. bonuses, and +28 Battle Wrestler. You have a total of +72 to grapple. A Tarrasque has +81.

Wrestling a tarrasque basically requires either huge+ size or Super-level technique investment. And even still you can't deal lethal, yadda yadda yadda

Craftsman (Wuxia+) - Speedy Gonzales now cries itself to sleep at night.From the open pack slung around your waist you pull out a metal rod and a block of wood. You jam the rod through the wood. Due to the angle you jammed the rod against the grain, it splits into 3 sections coming out the other end. Remove the wood. Your rod is now a trident. Throw it at someone.

Stick the rod in with the grain. The grain massages the rod thin, and sharp. The block of wood is a handguard. You have a greatsword.

Whatever, you're a superhero. Combine with Infiltrator's ability to craft these items as a free action.

Implacable (Wuxia+) - I mean, walking with a building on top of your head :smallbiggrin:Only works at super level.

Like The Wind (Super) - Roadrunner now cries itself to sleep at night.Speeds much higher than this are possible now, even without too much magical investment.

Lockdown Master (Wuxia+) - I'd expect to see stuff like that in "Fairly Odd Parents", not marvel animation.I picture gritty level as Cloud Strife and his buster sword (http://www.wall321.com/thumbnails/detail/20120528/final%20fantasy%20vii%20cloud%20strife%20buster%20 sword%20games%201920x1080%20wallpaper_www.wall321. com_98.jpg). Wuxia level might be closer one of these (http://s297.photobucket.com/user/kikyotemari/media/kikyotemari%20inuyasha/kikyotemari%20anime/girlsxswordsinsaneld1.png.html).

Since my intention was never to avoid anime or game references, I can just say these things. It's great!