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Neftren
2007-09-16, 06:53 PM
Please DON'T use this class before clearing it with me. It is still being revised and edited to be completely fair and balanced. If you are interested in using this class, PM me or make a post here.

I've been working on this for a while and I've finally decided to post this and let you guys shoot it up. Here is a Bladewind Sentinel, a mix of a Monk and a Swashbuckler with a few miscellaneous things mixed in to fit the theme. When you finish reading, please provide some comments.

It would be most appreciated if you rated according to the three categories below:

Playability:
Creativity:
Originality:

Playability/Balance and Originality/Flavor comments would be appreciated.
See the spoiler for the class details. Fluff is in Progress.

The Bladewind Sentinel:
The Bladewind Sentinel

Alignment: Any Neutral
Hit Die: d8

Base Attack Bonus: Good
Base Fortitude Save: Poor
Base Reflex Save: Good
Base Will Save: Poor

Class Skills: The Bladewind Sentinel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Hide (Dex), Jump (Str), Knowledge: History (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis) and Tumble (Dex).

Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier

{table="head"]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus

1st|+1|+0|+2|+0|Flurry of Blades, Bonus Feat, AC Bonus|+0
2nd|+2|+0|+3|+0|Weapon Finesse|+0
3rd|+3|+1|+3|+1|Bonus Feat, Spell-Like Abilities|+0
4th|+4|+1|+4|+1|Precise Strike|+0
5th|+5|+1|+4|+1|AC Bonus +1, Uncanny Dodge|+1
6th|+6/+1|+2|+5|+2|Improved Flurry of Blades, Bonus Feat|+1
7th|+7/+2|+2|+5|+2|Purity of Body|+1
8th|+8/+3|+2|+6|+2|Improved Precise Strike|+1
9th|+9/+4|+3|+6|+3|Evasion, Spell-Like Abilities|+1
10th|+10/+5|+3|+7|+3|AC Bonus +2|+2
11th|+11/+6/+1|+3|+7|+3|Deflect Arrows|+2
12th|+12/+7/+2|+4|+8|+4|Bonus Feat|+2
13th|+13/+8/+3|+4|+8|+4|Acrobatic Charge|+2
14th|+14/+9/+4|+4|+9|+4|Wholeness of Body|+2
15th|+15/+10/+5|+5|+9|+5|AC Bonus +3|+3
16th|+16/+11/+6/+1|+5|+10|+5|Improved Initiative|+3
17th|+17/+12/+7/+2|+5|+10|+5|Canny Defense|+3
18th|+18/+13/+8/+3|+6|+11|+6|Spell-Like Abilities|+3
19th|+19/+14/+9/+4|+6|+11|+6|Fast Movement|+3
20th|+20/+15/+10/+5|+6|+12|+6|AC Bonus +4|+4
[/table]

Weapon and Armor Proficiency:

Bladewind Sentinels are proficient with the butterfly sword, the rapier and the war fan in addition to all simple weapons.
Bladewind Sentinels are not proficient with any armor or shields.

When wearing armor, wielding a shield or carrying a medium or heavy load, a Bladewing Sentinel loses his AC bonus and his Flurry of Blades Ability.

AC Bonus (Ex)

When unarmored and unencumbered, a Bladewind Sentinel adds his Wisdom bonus (if any) to his AC. In addition, a Bladewind Sentinel gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Bladewing Sentinel Levels levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the Bladewind Sentinel is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feats (Ex)

-At 1st level, a Bladewing Sentinel may select either Combat Reflexes or Dodge as a bonus feat.
-At 3rd level, he may select either Whirlwind Attack or Mobility as a bonus feat.
-At 6th level, he may select either Improved Feint or Spring Attack as a bonus feat.
-At 12th level, he may select either Stunning Fist or Improved Feint as a bonus feat.

A Bladewind Sentinel need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blades (Ex)

Beginning at 1st level, a Bladewind Sentinel may make up to three attacks with a cumulative -4 penalty to the attack roll each additional attack. A Bladewing Sentinel may also take an optional -6 penalty to the attack roll (decided before rolling) and deal an extra 1d6 points of damage. This additional damage ability may only be used on the additional attacks granted by Flurry of Blades.

This ability may only be used with weapons that have a metal blade, are one handed and deal slashing or piercing damage. Two handed swords that are wielded in one hand do not count, but two handed weapons wielded with both hands may be used to qualify for this ability. Double weapons do not count.

-Improved Flurry of Blades

Upon reaching 6th level, a Bladewind Sentinel's cumulative attack penalty is now -2. The optional damage ability now has a -4 penalty to the attack roll and will now deal an extra 1d8 damage instead.

-Master Flurry of Blades

Upon reaching 12th level, a Bladewind Sentinel may now make up to four attacks per round. The fourth attack has a -6 penalty for a total of -12 to the attack roll if the Bladewind Sentinel decides to take up to four attacks.

Weapon Finesse (Ex)

A Bladewind Sentinel gains Weapon Finesse as a bonus feat at 2nd level even if he does not qualify for that feat.

Spell-Like Abilities:

Upon reaching 3rd level, a Bladewind Sentinel may choose one of the spell abilities below to specialize in. A Bladewind Sentinel learns the next spell at level 9 and the last at level 18. These spells may be cast twice per day but must be obtained by praying at certain times of day. The wind must be exceeding 5 miles per hour when you pray for these powers. Since you are harnessing the power of the wind, you have stored the energy and need not have a wind before casting these abilities. When using these abilities, you unleash the power of the wind and a strong wind is unleashed. This wind does NOT blow away any clouds or fogs created by magical means or items. Any negative effects incurred will wear off after 24 hours if they haven't already.

Strength of Sky
-Twice per day, you may add double your Strength modifier to your damage roll in addition to any benefits from the Weapon Focus/Specialization Feats. This ability lasts for the equivalent of one full action round. This ability can only be obtained by praying at high noon for half an hour. If this power is used, you take a -4 to your damage roll the next round.

Wind Seer
-Twice per day, you may take 10 on all attack rolls for one round. This ability can only be obtained by praying at dusk for half an hour. If this power is used, you take a -4 penalty on all attack rolls the next round.

Dawnwatcher
-Twice per day, you may double your Intelligence, Wisdom or Charisma modifier for a single skill or ability check. This ability can only be obtained by praying at sunrise for half an hour. If this power is used, you take an automatic 1 on the next skill or ability check involving Intelligence, Wisdom or Charisma.

Precise Strike (Ex)

At 4th level, a Bladewind Sentinel gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his normal damage roll.

When making a precise strike, a Bladewind Sentinel cannot attack with a weapon in his other hand or use a shield. A Bladewind Sentinel's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Improved Precise Strike
-At 8th level, the extra damage on a precise strike increases to +2d6.

Uncanny Dodge (Ex)

At 5th level, a Bladewind Sentinel retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Bladewind Sentinel already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Purity of Body (Su)

At 7th level, a Bladewind Sentinel gains immunity to all diseases and poisons except for supernatural and magical diseases and poisons.

Evasion (Ex)

Beginning at 9th level, if a Bladewind Sentinel makes a successful Reflex saving through against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can only be used if a Bladewind Sentinel is unarmored and not carrying a medium or heavy load.

Deflect Arrows

At 11th level, a Bladewind Sentinel gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

Acrobatic Charge (Ex)

A Bladewind Sentinel of 13th level or higher can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make the appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Wholeness of Body (Su)

At 14th level or higher, a Bladewind Sentinel can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Bladewind Sentinel levels each day, and he can spread this healing out among several uses.

Improved Initiative

You get a +4 bonus on initiative checks.

Canny Defense (Ex)

When not wearing armor or using a shield, a Bladewind Sentinel adds his Intelligence bonus (if any) to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a Bladewind Sentinel is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

Fast Movement (Ex)

At 19th level, a Bladewind Sentinel gains a 40 ft enhancement bonus to his speed. A Bladewind Sentinel loses this bonus if he is wearing armor or carrying a medium or heavy load.

Backstory and Qualities of the Bladewind Sentinels:
From the Scrolls of Sarenor, in the year 487:


"It is said that among the Elves of the High Vale, there are ancient keepers of knowledge solely devoted to the study of ancient styles of weapon combat. These scholars, or Bladewind Sentinels as they are known, spend years researching different styles and as such, they have created their own unique style of combat simply known as the Winter Sky. They combine almost mystical powers by harnessing the power of the wind and unleashing it during the day to augment flawless skills with blades."

"After a great time of prosperity, the Bladewind Sentinels slowly dwindled in numbers until the art was nearly lost. Only three masters and three apprentices remained. Each pair knew a single spell ability and as such, they became the guardians of the lost art of the Bladewind Sentinels."
Here ends the account of the Scrolls of Sarenor in the year 487.Bladewind Sentinels to this day remain a secretive order. While the study of this ancient art of combat has spread, Bladewind Sentinels are still known residing mostly among the Elves or the Halflings. This art was crafted by Elves but no race other than the Halflings were able to master the grace necessary to train in the arts of the Bladewind Sentinels. A Bladewind Sentinel's goal is to primarily increase his ability and skill in the arts of the Blade and the harnessing of the Wind.

Adventures:

Bladewind Sentinels are rarely found outside of their hidden sanctuaries but when they emerge, they emerge for a purpose. They have no need for expensive armors, only a blade and skill with it. As such, they have no great need nor wish for material wealth, only a calling to the art of the Bladewind Style.

Characteristics:

The key features of the Bladewind Sentinel are to move faster than the opponent. A good Bladewind Sentinel will strike before the opponent even knows he is under attack and then move before his opponent even realizes his opponent has already moved. As a Bladewind Sentinel grows in power, a Bladewind Sentinel gains the ability to harness the power of the wind in such a way to improve his qualities for a short while. However, with the use of these abilities, the Sentinel also becomes drained for a short while, leaving him more vulnerable to another attack.

Alignment:

A Bladewind Sentinel's training requires an individual to be pure of heart, but also maintaining a balance of the soul. Most Bladewind Sentinels tend to favor Neutral alignments, seeking balance where there is none.

Religion:

A Bladewind Sentinel is free to worship the Pantheon as he wishes, however most Bladewind Sentinels choose a god that matches his alignment or that his order has worshipped before. However, his path is still to gain transcendence from within and as such, his road to spirituality lies within himself first and foremost.

Background:

Bladewind Sentinels are always Foundlings or Orphans. A Bladewind Sentinel does not have the time to worry or care about his family. His time is spent learning the ways of the Wind and Weapon. Bladewind Sentinels usually learn the way of the Bladewind Style from within secluded sanctuaries or hidden academies. While there is no strict Master -> Apprentice relationship, many of the older Bladewind Sentinels live as hermits, training only those who find their way to them. These Bladewind Sentinels of the woods are the greatest of the masters. Those that wish to learn the third and final style of the Bladewind Sentinel usually travel to find one of these Masters of the Hidden Art.

Races:

As is evident before, Bladewind Sentinels are found almost only from within Elven or Halfling populations although Half Elf and Human Bladewind Sentinels are not unheard of as they tried to gain the right to become these hallowed guardians several times before. To this day, only three have succeeded; each mastering a single style and weapon. While Dwarves are lawful by nature, they do not possess any of the proper characteristics for becoming Bladewind Sentinels and as such, Bladewind Sentinels are virtually unknown among the Dwarves. Half Orcs do not possess the swiftness of the hands and feet, being a savage and brutal race, to become a Bladewind Sentinel and as such, Half Orcs never become Bladewind Sentinels.

Other Classes:

Bladewind Sentinels work flawlessly alongside other melee combatants. Their ability to hamper an opponent while not getting in the way of the Fighters or Barbarians is unmatched, however Bladewind Sentinels tend to view Barbarians as unsophisticated.

Role:

Bladewind Sentinels excel at providing a second attacker for flanking or when surrounded. A Bladewind Sentinel is most dangerous when surrounded and Bladewind Sentinels make excellent supporting combatants.


Just some personal comments of mine: Notice how there are three spell abilities and three weapons the class is proficient in? Butterfly Sword -> Strength of Sky. War Fan -> Wind Seer. Rapier -> Dawnwatcher.

Spiryt
2007-09-16, 07:02 PM
Well, probably little overpowered, also his BAB and saves are messed.

Besides, even name of this class tells that it should be a prestige class. Not to mention "hidden guardian of the law".

Neftren
2007-09-16, 07:47 PM
Yeah, the BAB is a little messed from trying to type in a wiki where no line breaks at all work and the tables are all wierd... you should see the code in the wiki on my table.

Saves are messed for the same reason.

Anything else other than making this a PrC?

Neftren
2007-09-16, 08:26 PM
The Bladewind Sentinel

Alignment: Any Lawful
Hit Die: d8

Class Skills: The Bladewind Sentinel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis) and Tumble (Dex).

Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier

{table="head"]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus

1st|+0|+1|+1|+1|Flurry of Blades, Bonus Feat, AC Bonus|+0
2nd|+1|+1|+2|+2|Weapon Finesse|+0
3rd|+2|+2|+3|+2|Bonus Feat|+0
4th|+3|+2|+3|+3|Precise Strike|+0
5th|+3|+2|+4|+3|AC Bonus +1, Uncanny Dodge|+1
6th|+4|+3|+5|+4|Improved Flurry of Blades, Bonus Feat|+1
7th|+5|+4|+5|+4|Purity of Body|+1
8th|+6/+1|+4|+6|+5|Improved Precise Strike|+1
9th|+6/+1|+5|+7|+5|Evasion|+1
10th|+7/+2|+5|+8|+6|AC Bonus +2|+2
11th|+8/+3|+5|+9|+7|Deflect Arrows|+2
12th|+9/+4|+6|+10|+8|Bonus Feat|+2


[/table]

Weapon and Armor Proficiency:

Bladewind Sentinels are proficient with the butterfly sword, the rapier and the war fan in addition to all simple weapons.
Bladewind Sentinels are not proficient with any armor or shields.

When wearing armor, wielding a shield or carrying a medium or heavy load, a Bladewing Sentinel loses his AC bonus and his Flurry of Blades Ability.

AC Bonus (Ex)

When unarmored and unencumbered, a Bladewind Sentinel adds his Wisdom bonus (if any) to his AC. In addition, a Bladewind Sentinel gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Bladewing Sentinel Levels levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the Bladewind Sentinel is flat-footed. He loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Bonus Feats (Ex)

-At 1st level, a Bladewing Sentinel may select either Combat Reflexes or Dodge as a bonus feat.
-At 3rd level, he may select either Whirlwind Attack or Mobility as a bonus feat.
-At 6th level, he may select either Improved Feint or Spring Attack as a bonus feat.
-At 12th level, he may select either Stunning Fist or Improved Feint as a bonus feat.

A Bladewind Sentinel need not have any of the prerequisites normally required for these feats to select them.

Deflect Arrows

At 11th level, a Bladewind Sentinel gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

Evasion (Ex)

Beginning at 9th level, if a Bladewind Sentinel makes a successful Reflex saving through against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability can only be used if a Bladewind Sentinel is wearing light armor or no armor.
benefit of evasion.

Flurry of Blades (Ex)

Beginning at 1st level, a Bladewind Sentinel may make up to three attacks with a cumulative -4 penalty to the attack roll each additional attack. A Bladewing Sentinel may also take an optional -6 penalty to the attack roll (decided before rolling) and deal an extra 1d6 points of damage. This additional damage ability may only be used on the additional attacks granted by Flurry of Blades.

This ability may only be used with bladed weapons. Each blade of a double weapon counts as one attack.

-Improved Flurry of Blades

Upon reaching 6th level, a Bladewind Sentinel's cumulative attack penalty is now -2. The optional damage ability now has a -4 penalty to the attack roll and will now deal an extra 1d8 damage instead.

-Master Flurry of Blades

Upon reaching 12th level, a Bladewind Sentinel may now make up to four attacks per round. The fourth attack has a -6 penalty for a total of -12 to the attack roll if the Bladewind Sentinel decides to take up to four attacks.

Precise Strike (Ex)

At 4th level, a Bladewind Sentinel gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his normal damage roll.

When making a precise strike, a Bladewind Sentinel cannot attack with a weapon in his other hand or use a shield. A Bladewind Sentinel's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 8th level, the extra damage on a precise strike increases to +2d6.

Purity of Body (Su)

At 7th level, a Bladewind Sentinel gains immunity to all diseases and poisons except for supernatural and magical diseases and poisons.

Weapon Finesse (Ex)

A Bladewind Sentinel gains Weapon Finesse as a bonus feat at 2nd level even if he does not qualify for that feat.



Here is most of the conversions completed. Only goes up to 12th level at the moment.

JackMage666
2007-09-16, 08:28 PM
No, he means your saves and BAB are wrong. Stick to the d20 standard for saves and BAB. Either go with Good or Average Saves, and either Poor or Good saves.

Neftren
2007-09-16, 08:28 PM
Where can I find this Good/Average stuff?

JackMage666
2007-09-16, 08:30 PM
Either on pg 22 of the PHB, or just use the other classes as a model. Going in between is kinda a bad idea, as it breaks uniformity.

Neftren
2007-09-16, 08:32 PM
Ah, gotcha, I'll go look it up. If you wouldn't mind sticking around to help me? :D

JackMage666
2007-09-16, 08:42 PM
Oh? Me? I'm here all the time. I sleep here. I have a cot set up behind the gaming GIF.

Neftren
2007-09-16, 08:43 PM
lol, okay, updated all the BAB and saves. Tell me if anything's wrong >.<

JackMage666
2007-09-16, 08:54 PM
Looks considerably better. Though, you should clarify that "bladed weapon" from Flurry of Blades should be clarified as piercing weapons.

He also gets too many skill points for the number of class skills he has. At only 10 class skills, he normally would only get 2+Int (based on Cleric), though 4+Int isn't too unruly.
...And, looking over the ability, something else is off. He gains more skills at 1st level than normal. Normally, you get the same X+Int, but at 1st level it's x4. Your settup is (6+Int)x4 at first level, a 4+Int at others. I'd personally just stick with 4+Int.

And, your abilitiy list needs to be in the order which you gain the abilities. There are a number of issues which need to be rearranged, like "Weapon Finesse" "Acrobatic Charge" and "Flurry of Blades"

Neftren
2007-09-16, 09:00 PM
Bladed Weapon could refer to Longsword as well... eh, I'll go fix that.

I'll go with 4+Int... with 10 class skills that's roughly 16-24 points to spend. I want these guys to be good at what they do. Not good at everything like rogues and skillmonkeys.

As for abilities, I have them in alphabetical order.

JackMage666
2007-09-16, 09:09 PM
Well, normally skills are given based on how many class skills a class has, not on their specialization. Rogues get 8+Int, but they also get ALOT of class skills.

And, generally speaking, the abilities are given chronologically. But, if you want to keep it alphabetically, it's our choice. It's just easier to read chronologically.

EDIT - And the problem with Flurry of Blades referring to ALL bladed weapons is that a Fighter could take a 1 level dip and then get many attacks with a Greatsword. It's less appealing to other classes as Piercing weapons, though still could be abused with sneak attacking rogues.

Neftren
2007-09-16, 09:10 PM
Okay added Knowledge: History as a class skill... will work it into description somehow since I think these guys deserve to have a knowledge in something :D

Abilities: I'll leave em Alphabetical for now to make it easier to sort and find. When I officially revise this tomorrow or so I'll rearrange it.

So what should I use to fill the level 19 slot? Also, on a scale of 1-10, rate the playability, creativity and originality please :D.

Playability:
Creativity:
Originality:

Neftren
2007-09-16, 09:17 PM
Well, normally skills are given based on how many class skills a class has, not on their specialization. Rogues get 8+Int, but they also get ALOT of class skills.

And, generally speaking, the abilities are given chronologically. But, if you want to keep it alphabetically, it's our choice. It's just easier to read chronologically.

EDIT - And the problem with Flurry of Blades referring to ALL bladed weapons is that a Fighter could take a 1 level dip and then get many attacks with a Greatsword. It's less appealing to other classes as Piercing weapons, though still could be abused with sneak attacking rogues.

How about One Handed Martial Weapons with Blades?

Or maybe just restrict it to Butterfly Swords, Longswords, Rapiers, Elven Thinblades, etc...

Okay check it again, and I so hope it's clear now >.<

JackMage666
2007-09-16, 09:25 PM
The Spell Abilities are a bit strong. Even with only a 10 in an ability score, the Dawncaller abilities gives you a +5 to all mental skill checks. With an 18 Wis, which is a good ability score, you get automatic +13 to an Wisdom Checks, even without ranks.

And that lasts for a full hour, 2/day.

I'd figure something else out for the spell abilities, as they're all really strong for a 3rd level ability.

Neftren
2007-09-16, 09:30 PM
Maybe make the Dawnwatcher ability for one skill/ability check?

Neftren
2007-09-16, 09:34 PM
Okay, I changed the Strength of Sky and Dawnwatcher abilities. They're definitely weaker now.

Still kinda strong though... can't think of how to make em even weaker. Maybe if I made it so that if you use it, you incur a penalty later on?

Neftren
2007-09-16, 09:44 PM
Okay I added definite penalties which are not fun >.>

JackMage666
2007-09-16, 10:22 PM
The penalty for Dawnwatcher should only be one skill check, not for the whole day. Other than that, they're MUCH more balanced now.

Neftren
2007-09-17, 08:13 AM
Fixed.

I still need something to fill level 19 with...

Neftren
2007-09-17, 09:14 AM
Okay, I've added Spells Known. Tell me if it's way too aggressive for a low use spellcaster.

JackMage666
2007-09-17, 01:24 PM
Now, it's overpowered. Alot. Full BAB AND 9th Level Spells is far too much. Without spells, he was balanced. Now, he's way over the top. He can do everything a Sorcerer can, a monk (essentially) can, and surpasses the fighter tenfold.
I'd recommend no spells. He was a rather balanced melee class without them.

Neftren
2007-09-17, 01:51 PM
Okay, it's probably just me trying to put way too much :D

Neftren
2007-09-17, 02:20 PM
Removed the Spells Section.
Rearranged the abilities in the order they are obtained.
I still want to fill level 19 since it's just empty right now...

I was debating:

Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

but at 19th level and the speed bonus is not +60 ft but instead +30-40ft.

Neftren
2007-09-17, 07:37 PM
Done with the class. Any continued comments will be considered and revised into the class if necessary. The fluff is coming but I'm looking to see if you guys think this is balanced.

vivi
2007-09-17, 07:55 PM
is this a prc? looks good! I think it is a little overpowered (with purity of body at 9th level!).

Prophaniti
2007-09-17, 08:18 PM
Definitely would like to see some fluff on this. Background is everything, to me at least. Overpowered? Perhaps, but only slightly. Love the spell abilities you gave it, the bonus and subsequent penalty balance nicely.
Pretty well done, overall. I might even be able to get my dm to let me play one, which is pretty hard for anything not in print.
My ratings:
Playability: 9
Creativity: 8
Originality: 6 (may be modified after fluff)

Neftren
2007-09-17, 08:34 PM
Vivi: Purity of Body is gained at 5th Level for Monks. I jumbled the poison resists to balance out the 4 level increase. Diamond Body is the actual poison resist ability but that's at 11th level.

Prophaniti: Yes, I'm definitely sure Originality will increase after I add fluff. There's really nothing to judge Originality by right now other than it being a mishmash of Monk skills that have been modified to become weapon skills. I think this provides a major fix to the extreme MAD imbalance that the Monk had before.

I'm also considering adding more Spell Abilities to the levels in between, so levels 6 and 12 probably. Gotta think of more creative names to call these abilities though. :smallamused:

Everyone: Is there a way I can weaken this class slightly so it's not 'Slightly Overpowered'? Oh and is there a way I can get you to judge me a 10 on Playability? Or rather, what would I need for it to become 10? :smalltongue:

Neftren
2007-09-17, 08:59 PM
Vivi: Purity of Body is gained at 5th Level for Monks. I jumbled the poison resists to balance out the 4 level increase. Diamond Body is the actual poison resist ability but that's at 11th level.

Prophaniti: Yes, I'm definitely sure Originality will increase after I add fluff. There's really nothing to judge Originality by right now other than it being a mishmash of Monk skills that have been modified to become weapon skills. I think this provides a major fix to the extreme MAD imbalance that the Monk had before.

I'm also considering adding more Spell Abilities to the levels in between, so levels 6 and 12 probably. Gotta think of more creative names to call these abilities though. :smallamused:

Everyone: Is there a way I can weaken this class slightly so it's not 'Slightly Overpowered'? Oh and is there a way I can get you to judge me a 10 on Playability? Or rather, what would I need for it to become 10? :smalltongue:

Okay, new Edit on the Bladewind Sentinel: It no longer counts as an Arcane Spellcaster and the Spell Abilities are no longer Arcane Spells. So no, this cannot be used as a straight shot class to jump to Bladesinger anymore. Which I suddenly realized 3 minutes ago that it could before that.

Neftren
2007-09-17, 09:28 PM
Okay! I've added a backstory and this thread needs a bump.

Neftren
2007-09-18, 07:43 PM
Fluff is done, but still being revised. Please rate this class if you see it!