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  1. - Top - End - #1
    Orc in the Playground
     
    NinjaGuy

    Join Date
    Apr 2009

    Default Burning Heart Ace (P.E.A.C.H.; ToB base class; V 2.0)

    Burning Heart Ace

    "To defeat evil, I will become... the HAMMER OF JUSTICE!!!"
    ~Bang Shishigami

    Some heroes have a burning, passionate spirit and a drive to win that surpasses everything else, including their other abilities. Indeed, sometimes their indomitable nature is all these warriors have in a fight, but somehow reality manages to warp around their near-delusional confidence and grant victory after victory. They are the hot-blooded heroes, the champions of love and justice, the loud-mouthed rebels against a tyrannical regime who survive through the apparent miracle of their audacity and will.

    Abilities: A Burning Heart Ace is a melee fighter, so Strength will help to for accuracy and damage as always. Dexterity and Constitution are also important as you are limited to light armor, but your d12 hit die, Burning Heart and Refuge in Audacity help with defense as well.

    Role: You stand at the front lines against the tide of evil, fighting opponents in melee combat with your spirit and chosen weapon. You are the world's proof that willpower and man-made blade are all it takes to defeat even the greatest forces of terror and villainy.

    Background: You have probably always been a hot-blooded individual, blowing against established trends and forging your own path as you saw fit. You may or may not have drawn power from this before now, but you have always had the infinite strength of will to face down the multiverse itself in pursuit of a destiny of your own choosing.

    Organization: While there is no Burning Heart Ace organization, these charismatic individuals to tend to start up small bands around themselves. Notable among these is the legend of the Dai-Gurren Brigade, which sprung up around the legendary Kamina, one of the great Aces to ever live. The stories of his legacy and the exploits of his day are so over-the-top that few believe them, but his lesson remains in the hearts, minds and souls of all Aces; to do the impossible and never give up, to rise to ever-greater heights as new challenges arise.

    Alignment: Most Burning Heart Aces are chaotic good, but there is no reason why the same intense strength of will could not exist in an individual of any moral and ethical disposition.

    Races: The short-lived humans form the majority of Aces, but races without any real place to feel at home are also common. However, members of all races occasionally join this class.

    Religion: Most Aces are too focused on determining their own destiny and defying the cosmos to pay much heed to gods as anything other than potential allies or obstacles. Yes, their egos are that big, almost always.

    Hit Die: d12

    Starting Gold: 4d4x5, plus one martial weapon or chain shirt

    Table 1: BURNING HEART ACE


    Level
    BAB Fort Ref Will Special AC Bonus Maneuvers Known Maneuvers Readied Stances Known
    1st
    +1 +2 +0 +2 Heroic Speech, Refuge in Audacity +0 5 3 1
    2nd
    +2 +3 +0 +3 Burning Heart, Earth Gate +0 6 3 1
    3rd
    +3 +3 +1 +3 Righteous Blow 1/day +0 7 3 1
    4th
    +4 +4 +1 +4 Weapon Master I +0 7 4 1
    5th
    +5 +4 +1 +4 Signature Move +1 8 4 2
    6th
    +6 +5 +2 +5 Earth Gate +1 8 4 2
    7th
    +7 +5 +2 +5 Heroic Speech +1 9 4 2
    8th
    +8 +6 +2 +6 Weapon Master II +1 9 5 2
    9th
    +9 +6 +3 +6 Righteous Blow 2/day +1 10 5 3
    10th
    +10 +7 +3 +7 Earth Gate +2 10 5 3
    11th
    +11 +7 +3 +7 Signature Move +2 11 5 3
    12th
    +12 +8 +4 +8 Weapon Master III +2 12 6 4
    13th
    +13 +8 +4 +8 Heroic Speech +2 12 6 4
    14th
    +14 +9 +4 +9 Earth Gate +2 12 6 4
    15th
    +15 +9 +5 +9 Righteous Blow 3/day +3 13 6 4
    16th
    +16 +10 +5 +10 Weapon Master IV +3 13 7 4
    17th
    +17 +10 +5 +10 Signature Move +3 14 7 5
    18th
    +18 +11 +6 +11 Heaven's Gate +3 14 7 5
    19th
    +19 +11 +6 +11 Heroic Speech +3 15 7 5
    20th
    +20 +12 +6 +12 Eternal Champion, Weapon Master V +4 15 8 5
    Skills (4 + Int mod skill points/level): Acrobatics, climb, craft, diplomacy, intimidate, knowledge (history), listen, perform (oratory), profession, ride, sense motive, survival.

    I intend for this class to be tier 2-3.

    Weapon and Armor Proficiencies: You are proficient with all simple weapons, martial melee weapons, and light armor (but not shields).
    Armor Limitation: The Burning Heart, Refuge in Audacity, Righteous Blow and Signature Move abilities will not function when wearing armor heavier than light.

    Maneuvers: You begin your career with knowledge of five martial maneuvers. Choose four of the following disciplines to have access to: Army of One, Coin's Edge, Desert Wind, Devil Tiger, Golden Saint, Iron Heart, Scarlet Bravura, Silver Crane, Stone Dragon, Tiger Claw, and White Raven.
    I will be doing this for all of the ToB classes, allowing selection from a range of disciplines rather than a set list.
    BANG Once you know a maneuver, you must ready it before you can use
    it (see Maneuvers Readied, below). A maneuver usable by a burning heart ace is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
    BANG You learn additional maneuvers at higher levels, as show on the above table. You must meet a maneuver's prerequisite to learn it. See Table 3-1, page 39 of Tome of Battle, to determine the highest-level maneuvers you can learn.
    BANG Upon reaching 4th level, and at every even-numbered initiator level after that, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You must meet the prerequisite of the maneuver you wish to swap for. You can swap only a single maneuver at any given level.

    Maneuvers Readied: You can ready 4 of the 5 maneuvers you know at first level. You ready maneuvers by exercising for 5 minutes. The maneuvers you choose remain ready until you decide to exercise again. You do not need sleep or rest for any long period of time to ready your maneuvers. Any time you spend 5 minutes in practice, you can change your readied maneuvers.
    BANG You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your maneuvers can be used once per encounter (until you recover them, as described below).
    BANG You can recover all expended maneuvers by spending a full-round action ranting. You can make a Heroic Speech while ranting. Ranting provokes an attack of opportunity.

    Heroic Speech: When you perform a heroic speech, you can grant an additional benefit to yourself or a single ally within 20 feet of you. You can gain this extra benefit a number of times per day equal to your Charisma modifier. At level 1 you know only one type of speech; you learn additional monologue variants at levels 7, 13 and 19. Ranting, Burning Heart, Signature Moves and Righteous Blow offer additional opportunities to give a heroic speech. Giving a Heroic Speech is always a swift action and thus makes the Ace incapable of using boosts and counters for that round, or possibly moving in the case of Righteous Blow. Note: You do not need to use this extra benefit to recover maneuvers.
    • Badass Boast: Target gets (your Charisma modifier + half your initiator level, rounded down) temporary hit points that last until the end of their next turn.
    • Glory Unfettered: Target adds (your Charisma modifier) as a morale bonus to their next attack made before the end of their next turn.
    • Inspiring Confidence: Target adds (your Charisma modifier) as a morale bonus to a single skill check made within 10 rounds.
    • Spark of Hope: A number of targets equal to (your Charisma modifier) make a new saving throw against a single ongoing internal (dominate person is ok, wall of fire is not) effect that affects them of their choice, against the original save DC. If they succeed, the effect is lessened or eliminated as it would be if they had passed the save originally. They may add your Charisma modifier to their saving throw bonus against the effect.

    Refuge in Audacity (AC Bonus): You add your Charisma modifier along with a bonus based on your class level (see AC Bonus in table, above) as a Deflection bonus to AC. The maximum total bonus from this ability cannot exceed half your class level, rounded down, plus one (so +1 at level 1 and +11 at level 20).

    Burning Heart: While you are using the total defense action, an opponent failing to hit you with an attempted melee attack provokes an attack of opportunity. If you are attacked at all while using the total defense action you can make a heroic speech; doing so is not ranting, so it does not restore any maneuvers.
    BANG You may use a Strike that would normally require a standard action for your attack of opportunity. If your attack of opportunity hits, you open a single Heart Gate. You have four Heart Gates; when they are all open you can spend a standard action to activate the Earth Gate ability. Only one Heart Gate can be opened per round, no matter how many successful attacks of opportunity you make. All of your heart gates close at the end of the encounter.

    Earth Gate: When all four of your Heart Gates are open, you can activate the Earth Gate as a free action. At level 2 you know one of four activations, and you learn a new one at levels 6, 10 and 14. Each of these gates gives a set of benefits to you for as long as it is active; you can change which gate you have active as a move action if you know more than one. The Earth Gate remains active for the duration of the encounter.

    Earth Gates
    Spoiler
    Show
    • Forest: You gain fast healing and a bonus to attack rolls against the last opponent you hit with a melee attack. In addition, once per round you can re-roll a failed saving throw.

      Forest Gate
      {TABLE=head]Class Level|
      2
      |
      6
      |
      10
      |
      14

      Fast healing|
      3
      |
      6
      |
      9
      |
      12

      Attack bonus|
      +2
      |
      +3
      |
      +4
      |
      +5
      [/table]

    • Mountain: You gain DR/-, a percentage chance to be immune to any sneak attacks or critical hits dealt to you and a bonus to your Combat Maneuver defense. In addition, whenever a grapple attempt is made against you, you can make a melee attack as an attack of opportunity; you gain a bonus to your combat maneuver defense to resist the grapple equal to the damage you dealt.

      Mountain Gate
      {TABLE=head]Class Level|
      2
      |
      6
      |
      10
      |
      14

      Damage reduction|
      2
      |
      4
      |
      6
      |
      8

      Immunity chance|
      25%
      |
      50%
      |
      75%
      |
      100%

      Combat maneuver defense|
      +4
      |
      +6
      |
      +8
      |
      +10
      [/table]

    • Fire: As a swift action you can move an amount equal to a multiplier based on your class level times your base land speed, your combat maneuver bonus increases and the attacks you make as part of a charge get an additional bonus. In addition, once per round you can make a single unarmed or natural attack with any body part as a free action.

      Fire Gate
      {TABLE=head]Class Level|
      2
      |
      6
      |
      10
      |
      14

      Movement|
      0.5x
      |
      1x
      |
      1.5x
      |
      2x

      Combat maneuver bonus|
      +4
      |
      +6
      |
      +8
      |
      +10

      Charge bonus|
      +1
      |
      +2
      |
      +3
      |
      +4
      [/table]

    • Wind Gate: You get a bonus to Acrobatics and Jump checks, a dodge bonus to AC and a percentage chance for ranged attacks to miss you. In addition,you can make an extra 5-ft. step each round.

      Wind Gate
      {TABLE=head]Class Level|
      2
      |
      6
      |
      10
      |
      14

      Skill bonus|
      +4
      |
      +6
      |
      +8
      |
      +10

      Dodge bonus|
      +2
      |
      +3
      |
      +4
      |
      +5

      Miss chance|
      20%
      |
      30%
      |
      40%
      |
      50%
      [/table]

    Note: You can avoid provoking an attack of opportunity with the Fire gate's free unarmed strike by simply wearing gauntlets or greaves (would work just like gauntlets, but for your feet).

    Righteous Blow: As a swift action you can add a number of benefits to your next attack. After using this ability, you can make a heroic speech as a move action in the same round. Doing so does not restore an expended maneuvers.
    • Add your Charisma modifier to the attack roll.
    • Add an amount of fire damage equal to twice your class level.

    Weapon Master: Choose a single weapon. You gain the following benefits, based on the level of mastery you have attained. All bonuses gained from Weapon Master are untyped.
    I: +1 to attack rolls.
    II: +1 to attack rolls, +2 damage.
    III: +1 to attack rolls, +2 damage, +4 bonus to rolls made to confirm critical hits.
    IV: +2 to attack rolls, +2 damage, +4 bonus to rolls made to confirm critical hits.
    V: +2 to attack rolls, +4 damage, +4 bonus to rolls made to confirm critical hits.

    Signature Move: At levels 5, 11 and 17 you learn a signature move. This is an extraordinary ability that can be used at will. If a signature move has any prerequisites, you must know them all to learn it. You can make a heroic speech as a free action during the round you use a signature move, and doing so does not count against your normal daily limit of heroic speeches (doing this does not restore maneuvers, as you are not ranting). If you are not making a heroic speech during the use of your signature move, once per encounter you can unlock one of your heart gates by hitting an opponent with the attack granted by the signature move.

    Signature Move list
    Spoiler
    Show
    Heavy Attack
    Spoiler
    Show
    • Excellency of Form: As a full-round action, make a single melee attack. This attack ignores damage reduction and doubles the damage bonus you gain from your Strength modifier. During a round you use this ability or any signature move with it as a prerequisite, your Charisma modifier counts as 4 points higher for the purposes of a Badass Boast heroic speech.
    • Hungry Tiger Technique: As a full-round action, make a single melee attack with a +5 bonus. If you hit, you get a free sunder attempt against any armor worn by your opponent. If you miss, you get a free sunder attempt against a weapon or shield the target is holding. These sunder attempts do not provoke attacks of opportunity.
      Prerequisite: Excellency of Form.
    • Fire and Stones Strike: As a full-round action, make a single melee attack. If you hit, you threaten a critical hit. If you miss, you instead hit and deal half damage, though any extra effects that require you to hit your target (such as poison) do not activate (in effect, dodging your attack dealt damage... somehow).
      Prerequisites: Excellency of Form, and Hungry Tiger Technique.

    Many Attacks
    Spoiler
    Show
    • Peony Blossom Attack: When making a full attack, you can make an additional attack at your full base attack bonus. If you do, you take a -2 penalty to all attacks made in that round. During a round you use this ability or any signature move with it as a prerequisite, your Charisma modifier counts as 4 points higher for the purposes of a Glory Unfettered heroic speech.
    • One Weapon, Two Blows: As a full attack action, you can make two attacks at your full base attack bonus with an extra +4 bonus. Doing so gives you a +6 bonus to your Initiative check next round.
      Prerequisite: Peony Blossom Attack.
    • Invincible Fury of the Dawn: As a full-round action, you can make a single attack at your full base attack bonus against each opponent within your reach.
      Prerequisites: Peony Blossom Attack, and One Weapon, Two Blows.

    Ranged Attack
    Spoiler
    Show
    • Iron Raptor Technique: As a full-round action you can throw your weapon out to a range of 10 feet per class level. This attack deal normal damage for your melee attack and the attack roll is made as though the weapon was designed for throwing. Additionally, your weapon deals +1 divine damage per two class levels. After the attack is made, regardless of the result, your weapon returns to your hand unerringly. During a round you use this ability or any signature move with it as a prerequisite, your Charisma modifier counts as 4 points higher for the purposes of a Spark of Hope heroic speech.
    • Blazing Solar Bolt: As a full-round action you can release a blast of holy energy out to a range of 60 feet. This is made as a ranged touch attack that deals normal damage for your melee weapon attack (including your strength modifier, power attack, and all other modifiers). Damage dealt by this attack is divine damage (surpassing damage reduction and energy resistance).
      Prerequisite: Iron Raptor Technique.
    • Hour of Judgment: As a full-round action you can call upon the raw power of your own will to release a burst of energy that deals 1d8 divine damage per two class levels to enemies (not allies) within a 60-ft. radius burst around you (Will save DC 10 + half your class level + your Cha mod for half).
      Prerequisites: Iron Raptor Technique, and Blazing Solar Bolt.

    Counter-Attack
    Spoiler
    Show
    • Ready in Eight Directions: As a full-round action negate all benefits gained against you from flanking and you count as flanking all enemies within your reach until your next round. During this time, attacking you with a melee attack provokes an attack of opportunity (resolved at the same time as the provoking attack) and you gain a number of extra attacks of opportunity equal to your class level/5 (rounded down). During a round you use this ability or any signature move with it as a prerequisite, your Charisma modifier counts as 4 points higher for the purposes of an Inspiring Confidence heroic speech.
    • Heavenly Guardian Defense: As an immediate action you can select a single opponent within a distance equal to twice your land speed, and a single ally (you can choose yourself). If that opponent targets the ally or the area the ally is within with an attack of any sort before your next round (spells, offensive extraordinary abilities and other similar effects count as attacks for this purpose), you can immediately move adjacent to that enemy (as long as there is a straight line of movement to the enemy or you can tumble around obstacles with an Acrobatics check) and make a single melee attack against them with a +4 bonus to the attack roll. If the attack hits, the enemy must make a Concentration check (DC equals the damage you dealt) or be unable to complete the action that provoked your attack. During your next turn you may do nothing except take a 5-ft. step and rant.
      Prerequisite: Ready in Eight Directions.
    • Protection of Celestial Bliss: As a full-round action you can gain a number of temporary hit points equal to twice your class level, increase your reach by twice your base land speed, and your attacks deal divine damage instead of their normal damage type. You cannot move or make attacks other than attacks of opportunity by any means while these benefits are active. These benefits end at the beginning of your next round. During this time, attacking you with a melee or ranged attack provokes an attack of opportunity (resolved at the same time as the provoking attack) and you gain a number of extra attacks of opportunity equal to your class level/5 (rounded down) plus 2.
      Prerequisites: Ready in Eight Directions, and Heavenly Guardian Defense.

    Heaven Gate: When you activate the Earth Gate ability, select two gates instead of one. You gain all benefits of both. You can change a Gate to another, inactive Gate you know as a swift action instead of a move action. You can only have two gates open at any time.

    Eternal Champion: This ability is a work-in-progress. It is likely going to be a way to self-resurrect, but really all I care for is that it is some sort of anti-death ability to help them survive at high and epic-levels. Another ability that is just really, really cool would also work, though. Why is Heaven Gate not the capstone? Simple, I want them to have that around when the mages get 9th-level casting.

    A large part of this class is that it thinks it is more awesome than it really is, just like the heroes it is supposed to represent. As much as we may love them, they can be really ineffective sometimes. Looking cool wearing little to no armor is great, but even with their deflection bonus their AC is likely not going to be quite as good as it should be because pretty much everyone gets a deflection bonus. Using the heroic speeches is great, but the buffs are minor and it takes a full round of doing basically nothing except yelling. Preparing to unleash your full power with the Earth Gate means fighting poorly or not at all for at least four rounds, probably more - the fight is likely to be over by then unless it is a climactic boss battle. Even Righteous Blow falls flat, as it deals fire damage and prohibits the use of other boosts. This is not to say that the class is underpowered, I do intend it to be tier 2-3, but it certainly would "like" to be more powerful than it truly is. This is also part of the fun of the class: you are actively encouraged to fight at less than your full power via burning heart and spend time ranting heroically instead of fighting and you remain somewhat useful while doing so. And when you are dealing with a powerful enemy and you have time to prepare you Earth Gate and use your whole set of powers, you get to be exceedingly awesome.

    V 1.1: Changed skill points to 4 base, clarified Heaven Gate.
    V 1.2: Clarified Refuge in Audacity and Weapon Master's relation to class table, changed Burning Heart to require total defense but allow for Strikes with the attack of opportunity.
    V 1.3: Weakened maneuver recovery by changing Heroic Speech uses to per-day. Clarified Burning Heart. Finished Signature Moves.
    V 1.4: Weakened Righteous Blow (does not ignore DR), Weapon Mastery (many bonuses removed including table bonus). Weakened maneuver recovery; you can only recovery and change a total number of maneuvers equal to the heroic speeches you know with a full-round action/ Note: class cannot take Adaptive Style.
    V 1.5: Eliminated ability to change maneuvers by ranting. Changing maneuvers mid-battle is now swordsage-only.
    V 1.6: Removed ability to trade in light armor proficiency, my games have an option for this to all characters, Aces get no special benefit. Weakened Heroic Speeches, limited to one target. Removed maneuver recovery from Burning Heart. Reduced Badass Boast duration to 1 round.
    V 1.7: Lowered maneuvers readied total by 1 at all levels, clarified AC Bonus.
    V 1.8: Eliminated the ability to restore martial maneuvers during a signature move. Heroic speech during signature move does not count toward daily limit. Heart gate release via signature move limited to 1/encounter. Heroic Speeches are swift actions.
    V 1.9: Add +1 to the Refuge in Audacity cap to improve the utility of the ability for a lower-leveled character.
    V 2.0: Clarified maneuver refresh and terminology for Heroic Speeches. Weakened Inspire Confidence. Some slight changes to Signature Moves.
    Last edited by Tatsel_Ganav; 2015-01-27 at 08:45 PM.

  2. - Top - End - #2
    Orc in the Playground
     
    NinjaGuy

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    Default Class-specific Feats and Workshop

    Some Burning Heart Aces are even more hot-blooded than others, some like to rant more and harder, others like posing dramatically. A surprising number mistakenly believe themselves to be ninja. Regardless, the Aces are a diverse and defiant lot, each blazing their own glorious path through fate.

    This is a work-in-progress, I have many feat ideas and few actually constructed. Ideas and suggestions are welcome.

    Long-Winded
    Prerequisite: Burning Heart Ace level 1
    Benefit: Whenever you rant to restore expended maneuvers, you restore one extra maneuver.

    Signature Array
    Prerequisite: ECL 6, One Signature Move
    Benefit: You learn a new signature move. This must be the first move available in one of the four trees.
    Last edited by Tatsel_Ganav; 2010-09-24 at 12:56 PM.

  3. - Top - End - #3
    Pixie in the Playground
     
    WolfInSheepsClothing

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class)

    This is impressive indeed, if based merely on the breadth of material that you've presented here. First, I'd recommend that fluff-wise, the class be restricted to nonlawful, and probably nonevil, just based on the impression I'm getting. I do like the fluff-informed mechanics of the hero yelling heroic things and becoming less effective for it.
    Secondly, some clarifying points: What is ToB? (In my day, it meant throne of bhaal, but I doubt that's it). Additionally, once a discipline is picked, must all choices come from that list? If not, how do you know which maneuvers can be used?

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    Firbolg in the Playground
     
    Temotei's Avatar

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class)

    Quote Originally Posted by faultyschematic View Post
    What is ToB?
    Tome of Battle. It's a 3.5 book that came really late in the game to give melee more options than full attack/bull rush/charge/grapple/trip/overrun/etc.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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    Milskidasith's Avatar

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class)

    Faulty, ToB is tome of battle. I would suggest you familiarize yourself with the material, because A: It's awesome and B: you need to know it in order to use this class.

    Anyway, this is near strictly better than the warblade for no adequately explained reason. The earth gate abilities are also poorly worded; it doesn't really give any duration on how long heart gates stay open, and if you need to spend four rounds to activate it every encounter, it's mostly worthless. Bonus to combat maneuver makes no sense, because that isn't a defined term; at some points it seems to give an AC bonus, and at other points it seems to give either an attack or damage bonus.

    But basically, this has a better chassis than the warblade, more stances known, more disciplines known, a massive AC boost, a high damage boost (that's only in the table, not listed, so I assume it's on all hits, along with the bonuses from fire damage) and a host of passive abilities that all give far more than anything the warblade gets. In fact, most all of the passive abilities should probably be reworked into an actual martial discipline, since the earth gates are essentially free stances, and many of the others are essentially free strikes or boost.

    The signature moves, however, are exceedingly weak for the most part (and should be strikes); one of them is to get a single attack as a full round action (which is... err... what you could already do, or better), one of them is to get two attacks as a full round action (yeah, at full BAB, but that's near strictly worse than getting multiple iteratives especially if you have other methods of adding attacks). The "get an extra attack on full attacks" one, however, is a very nice ability because, well, you get one extra attack every round forever, which is pretty nice.
    Last edited by Milskidasith; 2010-09-14 at 12:22 AM.

  6. - Top - End - #6
    Titan in the Playground
     
    Lix Lorn's Avatar

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class)

    I really like this class. It always bugged me that there was no Cha based initiator.
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
    Homebrew Signature | NEW Homebrew Collection
    Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
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    It's like the feng shui version of an orbital death laser.

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    Pixie in the Playground
     
    ElfPirate

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    Default

    Milskidasith, I think Tatsel plans on tweaking all of the ToB classes to make them Tier 2-3 like this class instead of low Tier 3, those this is just speculation. As for Combat Manuvers, that's a Pathfinder term. It's basically your bonuses, defenses, etc, whenever you trip, grapple, bullrush, disarm, etc. But, yeah, you're right, the Earth Gate and Signature Moves need tweaking, clarification, and a bit of explanation.

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    Titan in the Playground
     
    Morph Bark's Avatar

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class)

    Why does this class only get 2 skill points? Since initiators depend on them pretty much I'd give any initiator class 4 minimum.

    Quote Originally Posted by Lix Lorn View Post
    I really like this class. It always bugged me that there was no Cha based initiator.
    Crusader is not good enough for you?
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    Milskidasith's Avatar

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class)

    Quote Originally Posted by RPGfan View Post
    Milskidasith, I think Tatsel plans on tweaking all of the ToB classes to make them Tier 2-3 like this class instead of low Tier 3, those this is just speculation. As for Combat Manuvers, that's a Pathfinder term. It's basically your bonuses, defenses, etc, whenever you trip, grapple, bullrush, disarm, etc. But, yeah, you're right, the Earth Gate and Signature Moves need tweaking, clarification, and a bit of explanation.
    Uhh.... ToB is *already* on the higher end of T3, and you can't reach T2 with manuevers alone, unless the homebrew disciplines are significantly overpowered. Even then, with only 15 manuevers known and tons of prereqs for most of the good manuevers, you'll never make T2 due to a lack of flexibility.

    This is like the fighter "fixes" that make fighter bonus feats give bigger numbers nd more of them; it doesn't really advance them tiers, but it does obsolete other classes, which is not really good design.

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class)

    Why does this class only get 2 skill points? Since initiators depend on them pretty much I'd give any initiator class 4 minimum.
    NO class should get 2 skill points, except MAYBE Wizards (Because they get huge int).

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class)

    Quote Originally Posted by M-Bark View Post
    Crusader is not good enough for you?
    Short answer? No. I don't like their class abilities, the disciplines they can access, their fluff, their method of manouever recovery...
    Let's just say I never want to play one. XD
    In fact I dislike them so much, I never even realised they were Cha based...
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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class)

    comparison to Warblade: The main power from this class is, or at least should be, the maneuvers. While it does get more known, it has the worst recovery method in the game (the swordsage I am working on gets Adaptive Recovery as a class feature, basically, and can defend while doing so).

    RPGfan is correct, I am working on a revision of all of the tome of battle classes. My explanation for why this is will be in the most where I submit my revisions to the playground, but I am aiming for all of them to be at this level of power. The other melee classes, such as Fighter and Barbarian, are on my list. While the martial adepts are my favorite warriors of the game, the others need their niche as well.

    Weapon Damage: The bonus to damage is something I was worried about. I know that optimized melee builds, supposedly, get really high damage, but I almost never see that in actual games. This could, however, be random chance. I know that casters get either half their level or their full level in d6 for damage with their blasting attacks, so a small bonus to melee damage doesn't seem out of order, especially since operating at full capacity for this guy means standing around doing nothing every once in a while. If someone could explain why it is overpowered (it is only +1-9), I will gladly consider taking it out.

    Signature Moves: These are not intended to be very power, at all. They are primarily intended to be options for attacking if you don't want to spend a full round doing nothing to restore your maneuvers, and occasionally for especially epic heroic speeches. They should work out to be about as powerful as a full attack is for a non-optimized character.
    THESE ABILITIES ARE NOT FINISHED - SUGGESTIONS ARE APPRECIATED

    Earth Gate: This is a weird ability, and I know that activating it is pretty absurdly difficult, too. I may make it so you can use a strike for your attack of opportunity, and maybe that you have to do a total defense, if people don't think that would be overpowered. I would much appreciate any suggestions on how to word it. Here is how it works, in practice...
    1. Successfully make four Burning Heart attacks of opportunity in four different rounds.
    2. Activate one of the Earth Gates that you know. You gain its benefits for as long as it is active (will add in that it lasts the rest of the encounter).
    3. If you know multiple Earth Gates (as you do if you are level 6 or higher) you can change which one you are using as a move action.
    4. If you are level 18 and have the Heaven Gate, you get two Earth Gates open when you activate the ability, and can switch either of them to another of the four Earth Gates as a swift action rather than a move.
    Last edited by Tatsel_Ganav; 2010-09-15 at 04:40 PM.

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    ElfPirate

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    The bonus damage still needs clarification, and I'm not quite sure that Earth Gate is going to be getting much of any use if you need at least four turns to activate it. As much as hate to compare ANYTHING to Sir Giacomo's "Beating Batman", I'm afraid I'm still reminded of his plan to start every battle by sitting on his thumb buffing with his wands. Maybe you can unlock one gate at a time instead of the whole heart gate ordeal? Or maybe just have fewer heart gates? Even then, Earth Gate is still pretty powerful once you activate it (though that may not be so bad considering that other tier 2 classes can turn you in to a very hot blooded frog). Oh, and on a parting note, you should probably make it clear that this uses Pathfinder rules.

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class)

    Nice looking class, man. I'm going to use this in a game coming up. I'll let you know how it goes.

    Finish it up quick.

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class)

    As a side note, the manuever recovery this gets is not really bad, at all. Taking a full round action and buffing up yourself or your allies while doing it will work out pretty well.

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class; V 1.3)

    Everything except the capstone (Eternal Champion) is finished now, for the first major draft.

    Tichrondius, I wish you good luck. I'm going to brew up some specialty feats for the class soon enough as well that help you get a theme song power-up and cause special effects in the background during your heroic speeches.
    Last edited by Tatsel_Ganav; 2010-09-21 at 04:10 PM.

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class)

    Quote Originally Posted by Tatsel_Ganav View Post
    comparison to Warblade: The main power from this class is, or at least should be, the maneuvers. While it does get more known, it has the worst recovery method in the game (the swordsage I am working on gets Adaptive Recovery as a class feature, basically, and can defend while doing so).
    Wait. What? How does taking a full round action to boost yourself or your allies while making a super-special signature attack (about as strong as a maneuver) count as being "the worst". I know that both the boost and signature attacks have limits built in but in an average encounter, where you'll only really need to recover maybe once, this seems to be FAR from "the worst".

    Also, it might just be me but as things stand, this class is currently kind of... unusable.

    I don't mean that as slander agaisnt your homebrewing skills, mind you. It's just that you've pretty much taken the strongest martial guy and made him even stronger. At the moment, this thing would be quite broken.
    I know that you plan to elevate all martial classes in this way but the fact remains that... you haven't yet. Trying to use this class alongside other martial classes that haven't recieved your personal touch would prove to be simply unbalancing. Until we get your full set of martial classes, we can't use any of them without upsetting the balance of power in-game. Also, even when we recieve all of these classes, the power imbalance here kind of forces DMs to either use all of these classes or absolutely none of them.

    On a similar note, as game balance is a relative thing, effectively P.E.A.C.H.ing this thing is going to be very very difficult until you get all of your other classes and we can see the baseline level of power you seem to be aiming for.
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    Default V 1.4

    Maneuver recovery and a few other abilities have been weakened now.

    For reference: Swordsages will get Adaptive Recovery as a class feature at level 1, not have to take it as a feat.

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    Default Re: V 1.4

    Quote Originally Posted by Tatsel_Ganav View Post
    Maneuver recovery and a few other abilities have been weakened now.

    For reference: Swordsages will get Adaptive Recovery as a class feature at level 1, not have to take it as a feat.
    So... swordsages get to recover as a full round action *without* the bonus tacked on and without the option of switching?

    That's still *far* worse than this classes recovery, and I'm not sure how you think it isn't, since this gets everything that gives and more. Even if you are in the "It lets swordsages recover and switch out all maneuvers as a full round action" camp, it still is not that useful because generally you don't want to switch around too many things, and you can already change on the fly with this... with bonuses tacked on.
    Last edited by Milskidasith; 2010-09-22 at 11:14 PM.

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class; V 1.5)

    This is true.. I might take out the swapping, I'll take out the swapping, that'll work better as a swordsage-only thing. Do note, your heroic speeches are limited per day, not per encounter.
    Last edited by Tatsel_Ganav; 2010-09-23 at 11:34 PM.

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    Default V 1.6

    Changed again, weakened it's recovery a bit (Burning Heart no longer recovers), took away the light armor trade-in (my games have a different Armor system than 3.5, this became unnecessary), limited Heroic Speech to one target for buff, weakened temp. HP speech to 1 round duration.
    Last edited by Tatsel_Ganav; 2010-09-24 at 12:15 PM.

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class; V 1.5)

    While this is true, keep in mind 2 things.
    1) The average party fights 3-4 encounters per day.
    2) It is unlikely that this guy will need to regain encounters more than once per encounter.

    If being useful in the long-term when not following these assumptions was key, full casters would be on par with warlocks as they eventually run out of spells. This is not the case.

    A character with a base Cha score of 16 and a +2 Cloak of Charisma (very reasonable) is pretty much set for the entire day, every day. If you end up with a +4 cloak or a base score of 18, you are pretty much guaranteed the use of your speech whenever you regain maneuvers.

    Edit: seems I've been swordsaged.
    Last edited by Realms of Chaos; 2010-09-24 at 12:24 PM.
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    ElfPirate

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    You might want to include the AC bonus among listed class abilities for the sake of clarity. Just a nitpick, I know, but I wouldn't be the unpaid volunteer editor with Obsessive Compulsive Disorder that I am if I didn't feverishly pick at every nit I saw. Also, for Eternal Champion, maybe it could be something like the ability to make a free True Resurrection on oneself with a saving throw. Not infinitely of course, just once per week or so.

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    Default Re: Burning Heart Ace (P.E.A.C.H.; ToB base class; V 1.5)

    Quote Originally Posted by Realms of Chaos View Post
    While this is true, keep in mind 2 things.
    1) The average party fights 3-4 encounters per day.
    2) It is unlikely that this guy will need to regain encounters more than once per encounter.

    If being useful in the long-term when not following these assumptions was key, full casters would be on par with warlocks as they eventually run out of spells. This is not the case.

    A character with a base Cha score of 16 and a +2 Cloak of Charisma (very reasonable) is pretty much set for the entire day, every day. If you end up with a +4 cloak or a base score of 18, you are pretty much guaranteed the use of your speech whenever you regain maneuvers.

    Edit: seems I've been swordsaged.
    This is assuming you only use your heroic speeches during a rant. You can also use those daily uses during Burning Heart and Righteous Blow, for another minor boost. And, the benefit from Heroic Speech has become pretty low now.

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    Default Shishigami-Style Secret Technique: Fatal Eruption!

    I would highly suggest lowering either Maneuvers known, Maneuvers readied, or Stances known as to avoid outshining Warblade. Aces currently have more of all than the Warblade and an okay recovery mechanic. Also, I'd suggest adding Balance, Martial Lore, Spot, and Swim to their skill lists to better round out their current skill list.

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