PDA

View Full Version : Pathfinder Weapon Hoarder class



DapperReaper
2017-07-14, 11:42 PM
Well my last post got me some good feed back so I decided to try and get some feedback on another class I've been working on, this one is a combat class inspired largely by Gilgamesh from the fate series but some other influences as well. A friend previously posted this class for me when I was having login trouble(since amended) but it didn't get any responses so I thought maybe posting it myself ... well anyway
I've tried to improve my formatting but please let me know if there's anything that can make that better as well

edit: fixed table real quick since morphic tide was nice enough to give me copy/paste code for it, will will do more edits later


weapon hoarders love weapons, what drives them to collect so many weapons varies, sometimes its greed, sometimes they desire power, sometimes they're just OCD, whatever the reason, weapon hoarders are always expanding their collections

hit die: d8

alignment: any




Level
BAB
Fort
Ref
Will
Special


1
0
0
2
2
magical armory, exotic proficiency


2
1
0
3
3
reliquary adornment


3
2
1
3
3



4
3
1
4
4
armor summon, reliquary adornment


5
3
1
4
4
saturated attunement


6
4
2
5
5
reliquary adornment


7
5
2
5
5



8
6/1
2
6
6
reliquary adornment


9
6/1
3
6
6



10
7/2
3
7
7
saturated attunement weapon bonus +1, reliquary adornment


11
8/3
3
7
7



12
9/4
4
8
8
saturated attunement armor bonus +1, reliquary adornment


13
9/4
4
8
8
saturated attunement weapon bonus +2


14
10/5
4
9
9
reliquary adornment


15
11/6/1
5
9
9
saturated attunement armor bonus +2


16
12/7/2
5
10
10
saturated attunement weapon bonus +3, reliquary adornment


17
12/7/2
5
10
10



18
13/8/3
6
11
11
saturated attunement armor bonus +3, reliquary adornment


19
14/9/4
6
11
11
saturated attunement weapon bonus +4


20
15/10/5
6
12
12
Martial Convergence, reliquary adornment



favored class skills: appraise, bluff, intimidate, knowledge: dungeoneering, knowledge: history, knowledge: nobility, use magic device
skill points per level: 4 + int

proficient in all simple and martial weapons as well as light, medium and heavy armor

exotic proficiency
the weapon hoarder starts play with one exotic weapon proficiency of her choosing

magical armory
you gain an inter-dimensional vault to hold your weapons, the maximum number of weapons it can hold is equal to your charisma modifier plus twice your level. adding a new weapon to your vault or replacing a weapon in your vault with a different weapon takes 30 minutes to attune before it can be summoned, at any time you may call a single weapon into your hand(or prehensile appendage) as a swift action, after doing so you are considered to have the weapon drawn and may wield it normally. alternatively, you may call multiple weapons and have them float in the air around you until they attack or come to you, calling weapons into the air is a move action and may call up to your charisma modifier plus 1 per 4 levels number of weapons at a time this way, alternatively the weapon hoarder may summon double her charisma modifier plus 1 per 4 levels number of weapons at a time as a double move action, or as a full round action the weapon hoarder may summon thrice her charisma modifier plus 1 per 4 per levels weapons, weapons called into the air this way often appear above your head, however they can be called to any point in a 10ft radius, once you have called weapons into the air, you may have up to 3 of them attack a single target as a full round action, doing so is a ranged attack(40ft increment) that deals normal weapon damage plus your charisma modifier in damage, these attacks use the weapon hoarder's full bab, these weapons retain any special properties they may have, any lack in proficiency or improper size penalties apply as normal, each weapon's attack and damage is rolled separately, every 2 levels beyond first, the weapon hoarder may use one additional floating weapon in this full attack action, alternatively, the weapon hoarder may have a single floating weapon attack a single target as a standard action, every 4 levels this standard action can attack with 1 additional floating weapon(up to 6 at lv 20). at lv 8 onward, the full attack action may have more floating weapons attack than her usual limit, however each additional attack beyond this limit takes a cumulative -4 penalty(ex:if your limit is 6 and you have 8 weapons attack, the 7th is at -4 and the 8th is at -8). any number of your weapons may be recalled to your armory with a swift action. weapons floating in the air are considered unattended for the purpose of sunder attempts, weapons floating in the air do not impede movement. adding a new weapon to your armory takes 2 full round actions

reliquary adornments
at second level and every 2 levels thereafter the weapon hoarder selects a reliquary adornment off following the list

accelerated weapon calling
you can call 1 more weapon from your armory at once as a move action, 2 more as a double move, or 3 more as a full round action, may never call more weapons than are in your armory, may be taken multiple times, effects stack


alacritous strike
as a swift action the weapon hoarder may have a single floating weapon that has the piercing quality launch at tremendous velocity, this has the weapon attack all targets in a 60 ft line, the attack is treated as having both the piercing and ballistic properties for the purpose of overcoming damage reduction. alacritous strike may be taken multiple times, once per 4 levels, each additional time it is taken either an additional floating weapon may be simultaneously fired in a 60 ft line, or the line is increased by 30 ft(chosen upon taking the adornment), additional weapons may be fired down the same line or in different lines


bladed bulwark
the weapon hoarder may spend an immediate action to condense a number of her floating weapons to block incoming attacks, this provides a deflection bonus against attacks equal to the number of floating weapons used, the bonus lasts till the start of her next turn and then the weapons spread back out, the weapon hoarder may use a maximum number of floating weapons equal to her charisma modifier. despite the name, weapons need not be slashing to be used in bladed bulwark


calamitous torrent
the weapon hoarder has some of her floating weapons violently spin around her, this results in each of the chosen weapons to attack all squares adjacent to her as a full round action, the weapons used immediately return to the armory afterward. the weapon hoarder may use up to her charisma modifier in floating weapons for calamitous torrent. calamitous torrent may be taken multiple times, each additional time increases the number of floating weapons that may be used by 1, or increase the radius which calamitous torrent attacks by 5ft(chosen when taken)


deep weapon understanding
magic weapons can offer many bonuses, but few know all the nuanced intricacies of how they work or how to best use them, you have a deeper grasp of such things and can wield them more effectively, normally an enhancement bonus provides benefit to attack and damage, when you take deep weapon understanding, you choose ether attack or damage, whichever you choose, you gain double the actual enhancement bonus instead of the enhancement bonus when wielding magic weapons(ex if you choose attack a +1 enhancement bonus will provide +2 attack and +1 damage instead of +1 to both). deep weapon understanding may be taken 4 times, the second time you choose between attack and damage again, if you choose the same one your floating weapons also gain the benefit, taking it 4 times lets both attack and damage be effected for you and your floating weapons


exuberant assault
when performing the full round attack action with your floating weapons, you may now divide your attacks between 2 individuals instead of them focusing on one. exuberant assault may be taken multiple times, once per 3 levels, each additional time it is taken allows you to split your attacks to an additional target


existential augmentation
requires: wondrous upgrade
your skill with modifying and using your weapons is truly masterful, when using wondrous upgrade you may now consume bonus from the weapon in conjunction with bonus from saturated attunement to gain enhancements, however the weapon must still retain at least +1 bonus after any enhancements. additionally, you may choose to add unique enhancements off the following list at their listed bonus cost

cleaving, bonus value: 5
the weapon automatically attacks one adjacent square to its initial target with the same attack roll(which square is chosen before attack roll is made)

effective, bonus value: 4
the weapon is of exceptional quality, doubling its base damage(1d6->2d6, 2d4->4d4, etc)

executing, bonus value: 2
coup de grace performed with this weapon treat its critical damage multiplier as 1 higher than normal

mythic, bonus value: 6
all other enhancements effecting this weapon consume 1 less bonus(min 0)

torturing, bonus value: 2
the weapon can only inflict non lethal damage however its base damage is doubled

usurping, bonus value: 3
if used against an enemy with more hit dice than yourself, gains an additional 1d4 base damage for each hit die the target has above you

violent, bonus value: 4
attacks with this weapon deal damage to both wielder and target with every attack, once per round when this weapon damages its wielder, they may make one additional attack with it against the same target

world sundering, bonus value: 6
you can use this weapon to attack magic openings or projections of other planes, if your damage exceeds 10x the spell level of the effect used to create it, it is destroyed and the effect ends



expanded armory
your armory has unusual size, the maximum number of weapons you can store in your armoury is increased by 6, expanded armory may be taken multiple times, its effects stack


furious impact technique
with this technique a number of your floating weapons may make small aoe attacks. the relevant floating weapons attack all squares adjacent to their initial target for half damage. the weapon hoarder may only perform furious impact technique a number of times per round equal to half his charisma modifier(round down, min 1). furious impact technique may be taken multiple times, each additional time allows it to be used one more time per round. furious impact technique may be applied to any attack made with your floating weapons, if you are attacking with more than one you may choose how many and which ones get effected, must choose to effect an attack before the attack roll is made, the evasion class feature and similar abilities treat the aoe damage as aoe spell damage with a DC equal to the attack roll


gilded jaunt
requires: saturated attunement
after your floating weapons attack they do not automatically return, this adornment allows you to come up with new tactics for retrieving them and leaving them scattered across the battlefield, as a move action you may teleport to any weapon affected by your saturated attunement that isn't floating or being wielded


glorious war form
requires level 16
once per day as a full round action you may call upon the energies in your vault to make you a fearsome beast on the battlefield, you gain ethereal arms, tripling the number you would normally have and you summon a weapon from your armory into each hand. while glorious war form is active each weapon you wield may be used for only one successful attack before returning to your armory, and a new weapon is automatically summoned in its place. weapons summoned by glorious war form cannot be summoned again until the effect ends, glorious war form ends when you run out of weapons to summon or may be ended early as a swift action. glorious war form may be taken multiple times, each additional time increases the number of successful attacks a weapon can make before being dismissed by 1


incidental preparations
may, once per turn as a free action, summon one weapon from your armory to float in the air


insatiable collector
requires: expanded armory x5
your passion for acquiring new weapons is truly monstrous, as a result, you've learned to store things in your armory more efficiently, your base armory maximum is now charisma mod + 4 per level instead of the normal charisma mod + 2 per level, additionally each purchase of expanded armory provides 10 additional max weapon storage instead of the normal 6


jewel in the crown
requires: saturated attunement weapon bonus 1 or higher
one of your weapons garners your attention above all the others, maybe it holds sentimental value, maybe its design captivates you, maybe its simply stronger than the others, whatever the reason you take extra care when wielding it to draw its full potential out, when taking jewel in the crown, select one weapon in your armory, that weapon is now the "jewel" of your armory, calling the "jewel" from your armory to your hand is always a free action, while you wield the "jewel" in your hands(not floating) the enhancement bonus effecting the "jewel" from saturated attunement is considered twice its normal value. the total enhancement bonus of the "jewel" may exceed the normal limit of +10. if for whatever reason you wish to change the weapon that is the "jewel" of your armory it may be changed, however the process takes 8 days and the current "jewel" looses its bonus during this transition


lord impaler
when you would summon weapons as a full round action, you may summon them right below an enemy on the ground, this requires a reflex save by the enemy DC 10 + half your level + your charisma mod or they are hit by each weapon you summon beneath them, inflicting bleed damage instead of the usual damage type if the target isn't immune to bleed. weapons that strike a target in this way immediately return to the armory


personal linkage finisher
when you perform your full attack action with your floating weapons you may make the final attack an attack with a weapon you are wielding in your hands, the target must be within range of the weapon


reclamation
all the weapons of the world truly belong to you, you just need to get them back, as long as there is room in your armory, you may put any weapon you hold with your hands into it as a swift action(the 30 minute attunement process still applies before you may re-summon it)


royal extension
normally your floating weapons must be summoned within 10 ft of you, this increases the range at which they may be summoned by 5ft, may be taken multiple times, effect stacks


sky darkening volley
you may use your full attack action to have your floating weapons attack a cone area, each weapon attacking a different square in the cone, starting near the weapon hoarder and expanding outward


stream of regal pain
requires level 6+
gain the hammer the gap feat, even if you do not meet the normal requirements for the feat


tumultuous purge
you may use your full attack action with your floating weapons to attack an area of effect, the first weapon hitting the center point then each subsequent attack targeting the adjacent squares, spiraling outward


treasured arsenal
you value your weapons and expend extra energy to keep them from breaking, weapons attuned to your armory have their hp multiplied by your charisma modifier for the purpose of being sundered


wondrous upgrade
requires saturated attunement weapon bonus 2 or higher
your experience with seeing and wielding many different weapons has allowed you to think up new ways to use them, when you summon a weapon, you may sacrifice part or all of the saturated attunement bonus to grant it a magical effect equal to the amount of enhancement bonus sacrificed, the enhancement must be appropriate for the weapon(keen still wont work on bludgeoning etc) and the weapon must still have at least +1 net enhancement bonus, also the weapon cannot already have the enhancement, otherwise any enhancement you know of and have enough bonus for is fine,(at GM's discretion may require the weapon hoarder to have seen the enhancement before or make knowledge check DC 5 times the enhancement bonus amount)the new enhancement lasts until the weapon returns to your armory

armor summon
at 4th level you may store armor in your magical armory, up to your charisma modifier in armors may be stored in your magical armory at once. you may summon and fully dawn any armor in your armory as a standard action, at 14th level armor may be summoned and dawned as an immediate action. dawning armor from your armory while already wearing armor automatically stores the previously worn armor

saturated attunement
at 5th level, weapons in your magical armory become saturated with your energy and work better for you than anyone else, you treat weapons attuned to your magical armory as masterwork even if they are not. at 10th level, you treat weapons attuned to your magical armory as if their enhancement bonus was +1 higher than it is(to a max of +10), every 3 levels beyond 10th, the effective enhancement bonus of your attuned weapons increases by a further +1(+4 at 19th level). new weapons must be within your vault for 24 hrs before they become effected by saturated attunement. at 8th level saturated attunement effects the armors in your magical armory, causing them to become masterwork level, at 12th level and every 3 levels thereafter their effective enhancement bonus is increased by +1 (+3 at 18th level), armors must be in your magical armory for at least 24 hours before they become effected by saturated attunement

Martial Convergence
at 20th level, once per day you may call every weapon in your magical armory and have them attack a single target without the normal penalties

race class bonuses

human +1/6 reliquary adornments
dwarf +1 max weapons stored
elf +1/4 attack for floating weapons
orc +1/2 damage for attuned weapons




new feats

remote flanking
requires: magical armory class feature
your floating weapons may now engage and be part of flanking attacks, they may not flank with each other or yourself but can flank with allies

improved remote flanking
requires, remote flanking feat, lv 10+
you may now use your floating weapons to flank with your own attacks, however they may still not flank with each other

greater remote flanking
requires: improved remote flanking feat
your floating weapons may flank enemies with each other, additionally, each floating weapon that flanks an enemy after the first in a given turn increases the flanking bonus against that target by +1 for all subsequent flanks for the rest of the turn

greatest remote flanking
requires: greater remote flanking
when you or your floating weapons flank an enemy, the flanking bonus applies to damage as well as attack

extra adornment
requires: reliquary adornment class feature
you gain 1 extra reliquary adornment you qualify for, may be taken multiple times

Legendary collector(mythic)
requires: magical armory class feature
your weapon collection is the stuff of legends, expansive beyond any ordinary collection, the total number of weapons your armory can hold has it's maximum multiplied by 10

Morphic tide
2017-07-23, 06:01 PM
Well, for formatting, you need to use a table. Here's a quickly-translated version of the table space for your class:



Level
BAB
Fort
Ref
Will
Special


1
0
0
2
2
magical armory, exotic proficiency


2
1
0
3
3
reliquary adornment


3
2
1
3
3



4
3
1
4
4
armor summon, reliquary adornment


5
3
1
4
4
saturated attunement


6
4
2
5
5
reliquary adornment


7
5
2
5
5



8
6/1
2
6
6
reliquary adornment


9
6/1
3
6
6



10
7/2
3
7
7
saturated attunement weapon bonus +1, reliquary adornment


11
8/3
3
7
7



12
9/4
4
8
8
saturated attunement armor bonus +1, reliquary adornment


13
9/4
4
8
8
saturated attunement weapon bonus +2


14
10/5
4
9
9
reliquary adornment


15
11/6/1
5
9
9
saturated attunement armor bonus +2


16
12/7/2
5
10
10
saturated attunement weapon bonus +3, reliquary adornment


17
12/7/2
5
10
10



18
13/8/3
6
11
11
saturated attunement armor bonus +3, reliquary adornment


19
14/9/4
6
11
11
saturated attunement weapon bonus +4


20
15/10/5
6
12
12
Martial Convergence, reliquary adornment



remove the * after the [ to get the functional table
[*table="width: 500, class: grid, align: center"]

Level
BAB
Fort
Ref
Will
Special


1
0
0
2
2
magical armory, exotic proficiency


2
1
0
3
3
reliquary adornment


3
2
1
3
3



4
3
1
4
4
armor summon, reliquary adornment


5
3
1
4
4
saturated attunement


6
4
2
5
5
reliquary adornment


7
5
2
5
5



8
6/1
2
6
6
reliquary adornment


9
6/1
3
6
6



10
7/2
3
7
7
saturated attunement weapon bonus +1, reliquary adornment


11
8/3
3
7
7



12
9/4
4
8
8
saturated attunement armor bonus +1, reliquary adornment


13
9/4
4
8
8
saturated attunement weapon bonus +2


14
10/5
4
9
9
reliquary adornment


15
11/6/1
5
9
9
saturated attunement armor bonus +2


16
12/7/2
5
10
10
saturated attunement weapon bonus +3, reliquary adornment


17
12/7/2
5
10
10



18
13/8/3
6
11
11
saturated attunement armor bonus +3, reliquary adornment


19
14/9/4
6
11
11
saturated attunement weapon bonus +4


20
15/10/5
6
12
12
Martial Convergence, reliquary adornment

[/table]


You also don't have Reliquary Adornments very well marked. At the very least, you can put them in a nested spoiler. I actually have trouble telling where the list starts and ends. Your wording is confusing, but I can understand what you are intending the abilities to do. I think...

As for what the class seems to be trying to do, it's crazy. Far too many weapons in the armory and the automatic bonuses come into play much too late. The Reliquary Adornments have too much design space being taken up and they are doing things that ought to be baseline class features or archetype features.

The first of the changes I suggest is to have the armory have 2+2*Charisma modifier items in it as it's baseline, with a Reliquary option to increase the number of them you can have by either two or a fraction of class level. Two items lets you be a switch hitter on no Charisma modifier builds, giving you room to wear one set of equipment while having two weapons or a one-handed weapon and a shield in the Armory. I'd also reword it to have ammo take up item space at something like 100 arrows to one item slot for all purposes.

Additionally, I'd have the floating items thing be a separate class feature, kicking in at 3rd or 4th level. The reason for this is because it opens up space for archetypes by having the base class use it for added attacks as a basic thing, with the floating weapon maximum be 1+Charisma modifier, thereby taking up half your armory's supply. Of course, you can put shields and armor into the Armory as well, so those need to be usable in some fashion. I'd go with a +1 Deflection bonus to AC for each shield and the armors being minions of some form, though Animated Object is probably too strong and doesn't work with magical armor well. Maybe having a simple lineup of armor properties, as in max Dex bonus and AC bonus, translating to minion stats would work out. Then archetypes can alter the function of it without needing to change the basic item storing mechanic.

As for Reliquary Adornments, I'd place them at one every three levels, with the first at first level of the class, and have them be largely about manipulating the armory's effects. By making the way Accelerated Weapon Calling works be part of the basic mechanics of the armory, with a Swift action for one item and a Move or Standard for two items, as well as three for full round and removing Charisma bonus from the mechanic, Accelerated Weapon Calling can be made more important by making increased item calling important for rapid item set swaps, particularly if ammo is treated as an item to be called so that swapping your full item set requires the doubled calling rate. Adding a range limit on the floating items means that you can have a repeatable pick for increasing said range, and having a flat number increase to the floating weapons be a Reliquary Adornment means that high Charisma builds need multiple picks to have their full armory floating around them.

With Saturated Attunement, I'd have it go up to +7 or +10 for both weapons and armor, with the standard note of equivalent enhancement bonuses not letting you put more than +5 direct bonus on a weapon or armor and thus making it have the option of bonus-equivalent effects. Every other level for +7 means that the latest the enhancement bonuses can start would be level 6, which works perfectly fine, as you can have the Masterwork effect at level 4, the first weapon enhancement entry at level 5 and the first armor enhancement entry at level 6, then you alternate weapon and armor enhancement increases. One detail I'd do is have it be about the gold cost total, rather than enhancement bonus total like most classes. This means that you get four +1 weapons instead of one +2 weapon, permitting a swarm of relatively minor weapons that butcher armies of mooks or a single set of heavily stacked items you wear to, I dunno, solo a god? It also lets you use those GP cost enhancements that very few classes can make...

I'd make Armor Summon part of the baseline armory function, largely because it's kinda arbitrary to restrict armor set swapping to level four and higher. Having the items to and from armory be the same mechanic makes it so that swapping items takes up a Move or Standard action. Being a Move or Standard action means that you could do it and make an attack, or do it and move, which is an important tactical consideration for switch-hitting, because you can be launching arrows at an enemy then swap to a sword and move into range for attacking next turn, or you can go from a sword to a bow and make an attack. Shields, naturally, take up an extra item slot, thereby giving incentive towards increasing the cap on how many items you can move into and out of the armory per action. And being able to do the swap for one item as a Swift action lets you make a swap from bow to two-handed weapon, then move and make an attack, all in one round. Which is well worth something you only get 7 of throughout your career, or a one-level dip for any Martial character lacking a Charisma penalty. Or even ones with a -1 penalty, because you only need one slot in the armory to pull a single item swap.

Martial Convergence is kinda bad as a capstone, while simultaneously being overpowered. Several of the Reliquary Attunment options replicate most of the effect of it, making it redundant, but it also can deal utterly insane damage by having over a dozen attacks be launched at once. It also doesn't specify the attack modifiers the weapons attack with, which is kinda a problem, mechanically. I understand that it's probably spelled out in one of the other abilities, but having an ability refer to other abilities tends not to be done to class features, especially if it's short text and has differences.

The remote flanking feats would be good if they applied to Dancing weapons and spells like Sacred Weapon, instead of just Magical Armory weapons. Then it'd be useful for Magus and Warpriest, who both have spells like Sacred Weapon(there's a Wizard-list equivalent that Magus can use) and a class feature that makes tacking Dancing onto their weapon doable with archetypes/restriction-ignoring.

Legendary Collector would work perfectly with the changes I've suggested to the Magical Armory, especially if it also applied to the floating weapons. It'd let you pull a proper Gilgamesh impression from being barely able to have two equipment sets for yourself, and insane bookkeeping is just a standard thing in Mythic and Epic.

With just the changes in ability placement and frequency I've mentioned, the table changes to look like this:



Level
BAB
Fort
Ref
Will
Special


1
0
0
2
2
magical armory, exotic proficiency, reliquary adornment


2
1
0
3
3



3
2
1
3
3



4
3
1
4
4
armor summon, reliquary adornment


5
3
1
4
4



6
4
2
5
5
saturated attunement


7
5
2
5
5
reliquary adornment, saturated attunement weapon bonus +1


8
6/1
2
6
6
saturated attunement armor bonus +1


9
6/1
3
6
6
saturated attunement weapon bonus +2


10
7/2
3
7
7
reliquary adornment, saturated attunement armor bonus +2


11
8/3
3
7
7
saturated attunement weapon bonus +3


12
9/4
4
8
8
saturated attunement armor bonus +3


13
9/4
4
8
8
reliquary adornment, saturated attunement weapon bonus +4


14
10/5
4
9
9
saturated attunement armor bonus +4


15
11/6/1
5
9
9
saturated attunement weapon bonus +5


16
12/7/2
5
10
10
reliquary adornment, saturated attunement armor bonus +5


17
12/7/2
5
10
10
saturated attunement weapon bonus +6


18
13/8/3
6
11
11
saturated attunement armor bonus +6


19
14/9/4
6
11
11
reliquary adornment, saturated attunement weapon bonus +7


20
15/10/5
6
12
12
Martial Convergence, reliquary adornment, saturated attunement armor bonus +7



Hmm... Every other level at the starting point I went with, level 4 for masterwork, level 5 for weapon, level 6 for armor, got to +8 at level 20. So I shifted it up two levels to level 7 and level 8, with masterwork at level 6, so I got the math wrong somehow. Why cap at +7? Because +8 lets you make four Masterwork items into items with a +1 bonus equivalent effect. Which means four Bane weapons to whack people with, getting four weapons that act as +3 weapons with +2d6 untyped damage to a single creature type. Having eight +1 weapons in the Armory means eight extra Bane-boosted attacks per turn at the low cost of eight +1 weapons. Either way, reducing to +7 means one less weapon to whack with. +8 also lets you pull Dancing with two already-enhanced weapons, which means being able to

And if it's made to be a matter of gold cap, then +7 to +8 is 30,000 GP to work with for weapons. Which means a psychotic 15 more +1 enhancements. Which is making me think that gold-cost-caps should require you to be paying the difference, so having a +7 weapon get an added +1 bonus costs 30,000 GP from the total cap. Similarly, storing a large quantity of +1 weapons and adding Bane to them would then cost 6,000 GP, so that 30,000 GP addition means 5 more +1 to +2 shifts. The different cap-splitting lets Legendary Collecter have a massive quantity of low-enhancement weapons and armor, which keeps them restrained fairly well.

Even if you keep the standard enhancement bonus addition, getting a maximum +10 bonus from it, having +3 weapons and armor become effectively +10 is still a big deal. Particularly because it makes it so that being hit on a 13 or higher becomes being hit only on a 20, as well as hitting on an 8 becoming hitting on a 1. This makes it so that the class can keep up at high levels quite easily, particularly given that the bonus for weapons is barely more than making up for 3/4 BAB. The +2 over full BAB doesn't really make up for not getting Strength or Dexterity to the attack roll, and lacking Charisma to said roll makes it so that it really doesn't make up for the lost attack roll. All being full BAB to the roll is a big advantage, though, as iteratives usually murder hit rates.

I might add this to the list of blatantly-plagiarized classes I want to work on adjusting... But first, I'll do some cleanup for your version's text:

Remove Exotic Proficiency as class feature, change weapon and armor proficiencies to "proficient in all simple and martial weapons, as well as one Exotic weapon of your choice, as well as light, medium and heavy armor"

Why no Shield proficiency? Not going to add that to these adjustments, though. This is for mechanical equivalence with clarity. Thing is, choosing a proficiency is actually fairly standard.

At first level, a Weapon Hoarder gains an extradimentional armory to store their weapons. The maximum number of weapons it can hold is equal to their Charisma modifier plus twice their class level. Adding a new weapon to the armory takes two rounds, though returning attuned weapons to the armory is a Swift Action that may return any number of Attuned weapons. Before being able retrieve an unattuned weapon from this armory, they must spend 30 minutes attuning it, during which they may remove the attunement of a weapon already attuned. Retrieving a weapon from this armory is a Swift Action, which may be treated as drawing the weapon for normal use or it may be moved to any point within 10 feet. Additionally, the Weapon Hoarder may retrieve a number of weapons equal to their Charisma Modifier plus one per four levels in the class they have, twice that many as the same action as a double-move or thrice as many as a full-round action.

A Weapon Hoarder may have a number of attuned weapons equal to three times their Charisma modifier plus three per four levels they have in the class floating in the air within 10 feet of them. These floating weapons do not count as attended. Up to three weapons floating in such a manner may be used to attack a single enemy as a full-attack action, with the attacks beings ranged attacks at their full BAB with a 40 foot range increment, adding their Charisma modifier to the normal weapon damage. Size and proficiency penalties apply to these attacks, as well as all qualities of the weapons. Every two levels beyond first, an additional weapon may be used in this full attack at full BAB. At 8th level, more floating weapons than the usual limit may be used in this full attack, though each beyond the normal limit takes a -4 penalty to attack rolls, stacking indefinitely. Alternatively, as a standard action, one floating weapon may be used for such an attack, with an additional weapon being able to be used with this standard action for every four levels of Weapon Hoarder.

What the heck kind of action is a double move? Swift + Move? Kind of important to know... Pretty sure it's actually a full-round action anyway, going by the description of Hustle, which is a double-move. The lack of range restriction on retrieving attuned weapons means that the 10 foot range limit on floating weapons causes you to take a Swift Action to retrieve them after the attack, but then you need to spend a Move action to bring them out of the armory. Crippling action economy of spamming that attack, there, but worth it because you get so many attacks so quickly

Having holding weapons be separate from attuned weapons means that you can actually have a full storage of weapons and a full set of floating weapons, with even more weapons being attuned. So you can have a normal armory that you keep a bunch of Attuned weapons in that you don't have room for floating or in the magical armory to replace weapons that get Sundered. Mass-ordering utterly mundane Bastard Swords to deal with people sundering your floating weapons seems frustrating for the DM... So why not craft them by the hundred? Silly either way, but pretty optimal use of the feature's wording

At second level and every even-numbered level afterword, a Weapon Hoarder selects an ability from the following list:

-Accelerated Weapon Calling: One additional weapon may be retrieved from the Magical Armory when using a Move Action, two additional weapons may be retrieved when using a Double-Move and three additional weapons may be retrieved when using a Full-Round action to retrieve weapons. This may be selected multiple times, stacking each time.

-Alacritous Strike: As a Swift Action, the Weapon Hoarder may launch a single floating attuned weapon that deals Piercing damage at great speed, attacking all creatures in a 60 ft. line at their full BAB. Every four levels, this Adornment may be selected an additional time, increasing the number of weapons able to be launched by one or increasing the range by 30 ft.

What's the attack bonus supposed to look like? I went with full BAB just to be consistent

-Bladed Bulwark: Once per round as an Immediate Action, the Weapon Hoarder may have any number of their floating attuned items form a barrier, granting them a +1 Deflection bonus to AC for each item used for the bulwark until the start of their next turn, at which point they disperse and may be used normally.

This is part of what could easily be an archetype revolving around making defensive use of the items. Including Attacks of Opportunity on anything in the area of the items

-Calamitous Torrent: As a full-round action, the Weapon Hoarder may have a number of floating attuned weapons up to their Charisma modifier make one attack each at any number of creatures adjacent to them. After doing so, the items return to the Magical Armory storage.

Returning to the storage makes sense as a limiter, but seems a little arbitrary here. It'd go well for Alacritous Strike, due to the distance launched, but not really for this. An alternative would be to have the weapons used drop and not be usable until the start of your next turn, leaving the items there to be Sundered or something

-Deep Weapon Understanding: The Weapon Hoarder doubles the Enhancement bonus of weapons they use for attack or damage, selected at the time this Adornment is gained. Deep Weapon Understanding may be selected up to four times, twice for each of Attack and Damage. The second time the same option is picked, the effects of this Adornment for that option are applied to the floating weapons from Magical Armory.

I'd have split it and made it apply to the floating weapons with the first pick. Doubled enhancement bonus to attack rolls is big, later on, but needing two of it for a class to apply it to it's main damage source is kinda bad. Especially given the loss of attack roll bonuses on the floating weapons, on top of 3/4 BAB. And the fact that said weapons are considered Unattended for effects that care. Which means that Shatter and Sunder become hellish threats. And Disintegrate can just delete any given weapon

-Exuberant Assault: When making a Full Attack with your floating weapons, a Weapon Hoarder may select an additional target to attack. The total number of attacks made is still restricted as normal. This may be selected one additional time for every three levels of Weapon Hoarder the character has, increasing the maximum number of targets by one.

It's working around an arbitrary restriction that wouldn't be needed in the first place if the class wasn't so overwhelming to begin with, but because of the sheer number of weapons, the class faces issues from attack spam. Given all the various mechanics of the class, 1/2 BAB would actually be functional due to the number of attacks that can be done and the various bonuses the class gets

-Existential Augmentation: Requires Wondrous Upgrade. The Weapon Hoarder may reduce the enhancement bonus of weapons they have Attuned to their Magical Armory to have those weapons gain one or more of the following effects:

Cleaving; -5 Bonus: A weapon with this property automatically makes a second attack to a creature in an adjacent square whenever an attack is made through other means, using the same attack roll as the first attack. The square must be selected before the attack roll is made.

Effective; -4 Bonus: A weapon with this property has its damage die number doubled. For example, a weapon that deals 2d6 damage instead deals 4d6 damage.

Executing; -2 Bonus: Coup de Grace made with a weapon with this property have a critical damage multiplier one higher than normal.

Mythic; -6 Bonus: All other special weapon properties are treated as having an equivalent bonus value of one lower than normal. For example, applying Executing would reduce the enhancement bonus by one instead of two, while the effective bonus value of Holy would become one. The bonus equivalent cannot be reduced below zero this way.

Torturing; -2 Bonus: All damage dealt by a weapon with this property becomes non-lethal damage, but the base damage of the weapon is doubled.

Usurping; -3 Bonus: A weapon with this property deals 1d4 additional damage that is treated as part of it's base damage for each Hit Die the enemy struck has above the user of the weapon. When striking an enemy with the same or fewer number of Hit Dice as the user of the weapon, the damage is unchanged.

Violent; -4 Bonus: Damage dealt by this weapon is reflected to the user, but the user may make one additional attack during a round when they have taken damage from the weapon at full BAB against a target they took damage for attacking with this weapon that round.

World Sundering; -6 Bonus: A weapon with this property may be used in an attack against magical portals that have an equivalent spell level. If the damage dealt to the portal exceeds ten times the effective spell level of the portal, the portal is destroyed and the effect producing it is dispelled, as Disjunction.

The basic idea of exclusive, game-warping enhancements is nice, but the actual effects are... Weird. Awfully situational in a lot of ways, overpriced in most cases. Let's look at each one:

Cleaving: It's competing with Vorpal, which typically caps at about a one-in-three chance of automatic death to anything that can be killed by beheading. The difference in cost between a +4 weapon and a +6-equivalent weapon is more than enough to buy a second +4 weapon outright. Speed gives a single extra attack upon Full Attacks only, but has no targeting restriction. Speed always uses Full BAB, while Cleaving copies the attack roll of the attack it repeats on an adjacent square. I'd say Cleaving is worth about the same as having two Speed weapons, due to Speed weapons always using full BAB for their extra attack and Cleaving having a targeting restriction, as well as copying penalties. Which means +5 bonus seems about right.

Effective: Mechanically slightly worse than Cleaving against Large foes, as doubled base damage won't be doubling the elemental damage, nor is it increasing the odds of a critical hit. However, it is doubling the damage of stuff that does crit, and the increased base damage pairs well with size increases. Most weapon enhancements give flat +1d6 of an energy type. Exceptions being Bane and the Alignment things, which give +2d6 and +2 Enhancement bonus under different conditions. Given the damage of most weapons being under 2d6, non-conditional damage doubling isn't really up there with the equivalent basic damage abilities. +3 gets you 3d6 of three energy types. There's not a single 3d6 weapon in the game at Medium size, so I think this is actually worth a +2 bonus, due to how much damage most weapons deal and the fact the Alignment properties also give the basic enhancement bonus as compensation for their restriction.

Executing: Adding +1 crit multiplier for Coup de Grace isn't nearly worth a +2 enhancement effect. It's competing with the Alignment qualities, meaning that it's competing with nearly-always getting +2d6 damage and +2 to attack and damage rolls. Even at +1, it's still competing with +2d6 damage and +2 to attack and damage rolls against a creature type in the form of Bane effects. I'd have it be boosting the save-or-die DC while increasing the crit strength by two, reducing to one with weapons that already have a x3 or better crit damage multiplier. And then make it a +1 equivalent because of how harshly situational it is.

Mythic: The minimum needs to be +1 bonus equivalent. Otherwise you get every +1 modifier in existence for free. With that change, I'd make it a +4 bonus equivalent, making it possible to get real savings with the property without stacking +2s crazily.

Torturing: As with Cleaving and Effective, this isn't worth what you give it at first glance. Weapon base damage is tiny for most characters, so doubling it isn't actually a big deal. Dealing only nonlethal damage is such a big downside for combat that it's crazy, but it's an advantage in some cases, and that situational usefulness, combined with being accessible only with an ability that allows free swapping, means that it's actually worth +2. Doubled base damage with nonlethal damage on all parts of it is great for subdual. Also, universal stacking rules means that combining this with Effective triples the base damage, getting 6d6 damage on a few weapons.

Usurping: One has to consider the kind of situations where this will be useful. It's amazing against the HP blobs of the game, which are prevalent at higher levels, but it scales with the difference of HD. The power of it is highly dependant on facing creatures with considerably more HD than the user, making it a bit too situational for a +3. There needs to be a 3 HD difference for the average damage to match the typical anti-[thing] enhancements, which is common, but hardly a sure thing, even at higher levels. But there's a key detail to take note of that makes this worth a +3: The means of access. This adds base damage, meaning it increases with critical hits, but it also means that the two +2 base damage doublers take effect. These weapon properties being exclusive to this feature means that they need to be considered in combination and how the rapid access and switching of them interacts with gameplay. +1d4 per HD of difference at +3 isn't that good. Doubled base damage and +2d4 per HD of difference, however, is worth it for +5. Competing with Vorpal, yes, but if you are getting off Vorpal shots, you'd be getting crits on the doubled base damage, which means x4 damage on a typical crit multiplier weapon. And another +4d4 per HD the opponent has more than you.

Violent: Comparing with Speed, which has it's condition for an extra attack be Full Attacks, this would be a +2 at most, as the downside scales with damage dealt. Speed also has the "at full BAB" clause, but has no targeting restriction. With the damage being equal to the damage dealt, the only way it's worth it is if you have some means of getting benefit from being harmed, or the ability to ignore most of the damage. If you ignore all of it, you can't get the extra attack, and dice range are sufficient that relying on near-average damage becomes rather bad. I'd actually have this be a +1, given the way it works currently, simply because there's so much self-damage involved.

World Sundering: +2, at most. It's too situational to really see use. If it was a general counterspell setup, then it would be worth a +4. +6 is getting into Keen Vorpal crit fishing shenanigans. A +6 effect needs to outclass save-or-die on crit by a lot due to exponential costs.




That's it for now. I'll correct and comment on more of it later. As well as probably dig into the mechanics and work out exactly how much damage this thing is dealing for a better basis of how far to nerf it.

DapperReaper
2017-07-24, 01:18 AM
oh wow, thank you very much :D
a lot of useful ideas, didn't realize this used html for tables <,< I feel dumb
that aside I like a lot of your suggestions,
I'll try to clean it up and make some changes, although one thing I guess I didnt convey properly was the intent of saturated attunement to affect all weapons in your armory, so if it provides a +1 and you have 10 weapons they'd all get a +1 which is why I staggered it the way I did, may have to re-evaluate that anyway but lots for me to work on in the meantime :)

the use of double move was at the suggestion of a friend, they've used the term a lot so I thought it was standardized, guess not though, just one more thing to fix I guess

thanks again for the feedback! ^^