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    Default If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Spiral Warrior



    "When people speak about the mighty and tenacious demon of Giha village, they're talking about me, the mighty KAMINA!" -Kamina the mighty and tenacious, Spiral Warrior.

    There are those who choose to squander the gift given to them by nature, the gift of the Spiral.
    And then there are these guys. The paragons of Hot Blood and exuberant fighting, they use the gift of the Spiral to the fullest, kicking out logic and making the impossible possible.

    Adventures: A Spiral Warrior adventures for many reasons. Some do so hoping to shape a better future. Others, to protect their friends. Still more, to destroy their enemies.

    Characteristics: Spiral Warriors make use of a combination of Psionic powers and Martial maneuvers to destroy their foes, with the most important part about the class being its flexibility.

    Alignment: Though the vast majority of Spiral Warriors are Chaotic or Good, there are still some examples of Evil and Lawful Spiral Warriors. Spiral Warriors have no alignment restrictions.

    Races: The majority of Spiral Warriors are humans, with other humanoids having a token presence. Non-humanoid races rarely become Spiral Warriors.


    Alignment: Any.
    Hit Die: d10.

    Class Skills
    The Spiral Warrior’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Martial Lore (Int), Perform (Oratory) (Cha), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).
    Skill Points at 1st Level: (4 + Int modifier) x4.
    Skill Points at Each Additional Level: 4 + Int modifier.


    *The Spiral Warrior does not gain any power points from his class until 2nd level, though he is still counted as a manifester of his class level for the purposes of determining if he gains bonus power points from a high Cha score.
    Weapon and armor proficiencies: A Spiral Warrior is proficient with all simple and martial weapons and light armor, but not any shields.
    Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you at first level are Iron Heart and Sleeping Goddess, along with one other that you choose (see Path for more details on this selection).

    Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Spiral Warriors 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.

    You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver’s prerequisite to learn it. See Tome of Battle, page 39, to determine the highest-level maneuvers you can learn.

    Upon reaching 5th level, and at every odd-numbered Spiral Warrior level after that (7th, 9th, 11th, and so on), 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 you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 11th level, you could trade in a single 1st-, 2nd-, 3rd-, 4th-, or 5th-level maneuver for a maneuver of 6th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

    Maneuvers Readied: You can ready one of the two maneuvers you know at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them.

    You need not 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. 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 readied maneuvers can be used once per encounter (until you recover them, as described below).

    You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

    Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 8th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

    Power Points/Day: A Spiral Warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the above table. In addition, he receives bonus power points per day if he has a high Charisma score. His race may also provide bonus power points per day, as may certain feats and items.

    Powers Known: A Spiral Warrior begins learns one Spiral Warrior power of your choice at 1st-level. At 4th-level and every third level thereafter he unlocks the knowledge of a new power.

    Choose the powers known from the Spiral Warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Spiral Warrior to learn powers from the lists of other classes.) A Spiral Warrior can manifest any power that has a power point cost equal to or lower than his manifester level.

    The total number of powers a Spiral Warrior can manifest in a day is limited only by his daily power points.

    A Spiral Warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

    The Difficulty Class for saving throws against Spiral Warrior powers is 10 + the power’s level + the Spiral Warrior’s Charisma modifier.

    Maximum Power Level Known: A Spiral Warrior gains the ability to learn 1st-level powers at level 1. As he attains higher levels, he may gain the ability to master more complex powers.

    To learn or manifest a power, a Spiral Warrior must have a Charisma score of at least 10 + the power’s level.

    Hidden Talent: At 1st-level a Spiral Warrior gains Hidden Talent as a Bonus Feat, but must select a 1st-level power from the Spiral Warrior list as the power known. Treat your levels in Spiral Warrior as your manifester level for this power. Its save, if it needs one, is Cha based.

    Path: A 1st-level, and again at 5th-level, a Spiral Warrior embarks upon one of the many paths of the Spiral Warrior. Choose one of the following paths, and gain its effects. This choice cannot be changed.

    Path of the Inspiring Leader: You gain access to the White Raven discipline, and a +2 bonus to Diplomacy checks.

    Path of the Mighty Leader: You gain access to the Scarlet Bravura discipline, as well as a +2 bonus to Perform (Oratory) checks.

    Path of Calculated Battle: You gain access to Diamond Mind discipline, and a +2 bonus on Concentration checks.

    Path of Beast: You gain access to the Tiger Claw discipline, and gain a +2 bonus to Jump checks.

    Path of Man: You gain access to the Army of One discipline, and gain a +2 bonus to Intimidate checks.

    Path of the Digger: You gain access to the Stone Dragon discipline, and a +2 bonus to Balance checks.

    Path of the Dual Soul: You gain access to the Twin Spirit discipline, and a +2 bonus to Ride checks.

    Bonus Feat: At 5th-, 10th-, 15th-, and 20th-level you gain a bonus feat, chosen from the following list: Improved Initiative, Combat Manifestation, Expanded Knowledge, Iron Will, Mind Over Body, Over Channel, Talented, Martial Stance, Psionic Body, Psionic Weapon, Rapid Metabolism, Blade Meditation, Reckless Offense, Greater Psionic Weapon, Deep Impact, Mental Juggernaut. You must meet all prerequisites for the bonus feat(s) ou select.

    Bold Defense (Su): At 4th-level a Spiral Warrior's audacity reaches into the realms of the extreme. He may add his Charisma modifier to his AC as a deflection bonus when wearing light or no armor.

    Fearless (Ex): A Spiral Warrior throws things like "reason" and "doubt" out the window. At 6th level a Spiral Warrior becomes immune to Fear effects.

    Improved Path: At 7th level, a Spiral Warrior chooses Sleeping Goddess, Iron Heart, or one of the two martial disciplines made available to him by the Path ability. He gains a +1 bonus to attack rolls made as part of maneuver for the chosen discipline, and learns an additional maneuver of that discipline. At 7th, 12th, and 17th levels, the Spiral Warrior learns an additional maneuver of that discipline.

    At 11th level, the Spiral Warrior chooses either a second discipline from the same list or the same discipline a second time. If he chooses a second discipline, he gains a +1 bonus to attack rolls with maneuvers from that discipline, and gains additional maneuvers known from the second discipline at 11th and 16th levels. If he chooses the same discipline a second time, he gains the ability to ready one additional maneuver, which must be from that discipline, and gains an additional stance known from that discipline at 15th level.

    Unshatterable Will (Ex): At 8th-level and higher, a Spiral Warrior is of such tenacity and willpower that he can shake off even the greatest of enchantments and illusions with little effect. If he makes a successful Will saving throw against an ability that normally has a partial effect on a successful save, he does not suffer from that effect. In addition, if he fails the save against an ability that normally would not be allowed another save unless in unusual circumstances (Ex: Charm Person, Suggestion, the "Psionic terror's" stunning Mind Blast, Hold Person) he may make another save one round later. If this second save succeeds, he shakes off the effects of the ability.*

    Spiral Strike (Su): At 12th level, a Spiral Warrior learns how to perform the most important attack of the class- the Spiral Strike. As a full round action, by expending his Psionic Focus and paying 5 power points, he may charge up to 60 feet in a straight line, attack one creature at the end of the charge, and compare that attack's result to the AC of all creatures that he would threaten with his natural reach.**

    If the attack succeeds, he deals an extra 4d8 points of damage to the creature he charged, and he deals 4d8 points of damage to each creature in the path of the charge that his attack roll overcame the AC of. This damage may be improved by expending another 2 power points per d8 of damage added, to a maximum number equal to his manifester level.

    Superior Path: At 14th and 18th levels a Spiral Warrior goes even further down one of the paths he chose. Select one of the paths that the Spiral Warrior chose. He may ready an additional maneuver from that discipline each day. In addition, by paying power points equal to twice the maneuver's level, he may initiate any maneuver he knows from that discipline, regardless of if he readied it that day or not, or if it was expended and had yet to be refreshed during this combat. You must select the other path you took with the 18th-level incarnation of this ability.

    GATTAI! (Ps): At 17th-level the Spiral Warrior may use fusion as a Psi-Like ability once per day.




    *Yes, even if it is Plane Shift or something like that. After all, doing the impossible is the Team Dai-Gurren's way.

    **This means "Reach from size and some feats, but not weapons or magic". If a Medium character is magically or Psionically increased to Large, then he has the Large reach. If he's holding a glaive, he still has medium reach, but not glaive reach. If he's given extra reach through a magic item or a spell, he has medium reach and not whatever that gives him. If he takes a feat that increases his reach... Well, that increases his reach for this.
    ___________________

    Wait for the second post, which will have the power list and some other stuff...
    Last edited by The-Mage-King; 2010-11-22 at 02:51 PM.
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    Default Powers/Other Stuff

    {table=head]Power name|effects
    Call WeaponryA|Create temporary weapon.
    Crystal ShardA|Ranged touch attack for 1d6 points of piercing damage.
    Empty MindA|You gain +2 on Will saves until your next action.
    ExpansionA|Become one size category larger.
    Force ScreenA|Invisible disc provides +4 shield bonus to AC.
    HammerA|Melee touch attack deals 1d8/round.
    Inertial ArmorA|Tangible field of force provides you with +4 armor bonus to AC.
    Metaphysical WeaponA|Weapon gains +1 bonus.
    Minor Creation, Psionic|Creates one cloth or wood object
    Precognition, DefensiveA|Gain +1 insight bonus to AC and saving throws.
    Precognitionion, OffensiveA|Gain +1 insight bonus on your attack rolls.
    Prescience, OffensiveA|Gain +2 insight bonus on your damage rolls.
    Thicken SkinA|Gain +1 enhancement bonus to your AC for 10 min./level.
    VigorA|Gain 5 temporary hit points.[/table]

    2nd
    {table=head]Power name|effects
    Animal AffinityA|Gain +4 enhancement to one ability.
    BiofeedbackA|Gain damage reduction 2/–.
    Body AdjustmentA|Heal 1d12 damage.
    Body Equilibrium|You can walk on nonsolid surfaces.
    Body PurificationA|Restore 2 points of ability damage.
    Empathic TransferA|Transfer another’s wounds to yourself.
    Energy PushA|Deal 2d6 damage and knock subject back.
    Prowess|Instantly gain another attack of opportunity.
    Sustenance|You can go without food and water for one day. [/table]

    3rd
    {table=head]Power name|effects
    Dimension SlideA|Teleports you very short distance.
    Empathic FeedbackA|When you are hit in melee, your attacker takes damage.
    Eradicate InvisibilityA|Negate invisibility in 50-ft. burst.
    Escape Detection|You become difficult to detect with clairsentience powers.
    Evade BurstA|You take no damage from a burst on a successful Reflex save.
    Keen Edge, Psionic|Doubles normal weapon’s threat range.
    Graft Weapon|Your hand is replaced seamlessly by your weapon.
    Hustle|Instantly gain a move action.
    Mental BarrierA|Gain +4 deflection bonus to AC until your next action. [/table]

    4th
    {table=head]Power name|effects
    Aura SightA|Reveals creatures, objects, powers, or spells of selected alignment axis.
    Dimension Door, Psionic|Teleports you short distance.
    Energy AdaptationA|Your body converts energy to harmless light.
    Fabricate, Psionic|Transforms raw goods to finished items.
    Freedom of Movement, Psionic|You cannot be held or otherwise rendered immobile.
    Inertial Barrier|Gain DR 5/–.
    Quintessence|You collapse a bit of time into a physical substance.
    Weapon of Energy|Weapon deals additional energy damage.[/table]

    5th
    {table=head]Power name|effects
    Adapt Body|Your body automatically adapts to hostile environments.
    Hail of CrystalsA|A crystal explodes in an area, dealing 9d4 slashing damage.Major Creation, Psionic|As psionic minor creation, plus stone and metal.
    Plane Shift, Psionic|Travel to other planes.
    Psychofeedback|Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
    Restore Extremity|Return a lost digit, limb, or other appendage to subject.
    Tower of Iron WillA|Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.[/table]

    6th
    {table=head]Power name|effects
    Aura AlterationA|Repairs psyche or makes subject seem to be something it is not.
    Dispelling Buffer|You are buffered from one dispel psionics effect.
    Mind Blank, Personal|You are immune to scrying and mental effects.
    Precognition, Greater|Gain +4 insight bonus to one roll.
    Temporal AccelerationA|Your time frame accelerates for 1 round.[/table]
    Last edited by The-Mage-King; 2010-11-22 at 02:50 PM.

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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    And... Post. I'm not to sure about balance, and I aimed for flexibility in this, so...

    Comments and criticism?
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    GATTAI!: At 17th-level the Spiral Warrior gains fusion as a bonus power known. This does not count against his total powers known from this class, and may be used as normal, despite the fact that his current maximum power level is 7th and not 8th.
    Your maximum power level by then should be ninth, though. If your manifester is equal to your class level, which it says in a few places.

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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Quote Originally Posted by Analysis View Post
    Your maximum power level by then should be ninth, though. If your manifester is equal to your class level, which it says in a few places.
    ...Apparently, I accidentally hit enter before Maximum Power Level. I'll edit in the repair.
    Last edited by The-Mage-King; 2010-11-17 at 12:11 PM.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Not bad IMP, atleast not for a melee class.

    An idea for those who would like it straight melee tho (like me), would be to take out the psionic casting and give them the wild talent feat at 1st lvl like the soulknife.

    Another idea: On the Beastman Cohort, you could give the player the choice to have it evolve or not. I rather like the idea of a cute little ferret riding around on my shoulder giving me a cha boost.

    Also, you should prolly carify wether they need to meet the prereqs for the bonus feats, because a couple of those could get RLY powerful at low lvls if u don't need to.

    Just a couple thoughts from my point of view. but all in all I like it.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Replies in BOLD.

    Quote Originally Posted by Antonok View Post
    Not bad IMP, atleast not for a melee class.

    An idea for those who would like it straight melee tho (like me), would be to take out the psionic casting and give them the wild talent feat at 1st lvl like the soulknife.

    Hm... Well, I figured that this would represent the typical shonen main character- melee oriented, with a smattering of magic-esque abitities.

    Another idea: On the Beastman Cohort, you could give the player the choice to have it evolve or not. I rather like the idea of a cute little ferret riding around on my shoulder giving me a cha boost.

    Will do.

    Also, you should prolly carify wether they need to meet the prereqs for the bonus feats, because a couple of those could get RLY powerful at low lvls if u don't need to.

    Again, will do.

    Just a couple thoughts from my point of view. but all in all I like it.
    Glad to hear it.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    This looks great and pretty well-balanced despite getting maneuvers and eighth-level powers, which is quite a feat. I'm having trouble understanding Improved Path, though. You should probably clarify its text (breaking up what's happening at each level a little more would be nice).

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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Quote Originally Posted by gkathellar View Post
    This looks great and pretty well-balanced despite getting maneuvers and eighth-level powers, which is quite a feat.
    Thank you. It's nice to get complements like that.

    I'm having trouble understanding Improved Path, though. You should probably clarify its text (breaking up what's happening at each level a little more would be nice).
    Hm... How does-
    Improved Path: At 7th- and 11th-level a Spiral Warrior journeys further on one of the two paths he walks. He may add one additional maneuver from that path to his maneuvers known at the level he selects the path and every two levels (7th, 9th, 11th, 13th, 15th, 17th, and 19th, for the first path, and 11th, 13th, 15th, 17th, and 19th for the second) thereafter. In addition, he gains a +1 bonus on all attack rolls made as part of a maneuver for that discipline. The maneuvers learned from this class feature cannot be traded out at odd levels, and are forever classified as known.

    Alternatively, a Spiral Warrior may select either the Sleeping Goddess discipline, the Iron Heart discipline, or, if at 11th-level, the path he chose for this ability at 7th-level. In this case, he may ready an additional maneuver from that discipline, as well as gaining an extra stance known from that discipline at 15th level.
    -sound?
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    I think I understand, but it's still a little unclear. This might be a little more idiot proof:

    Improved Path: At 7th level, a Spiral Knight chooses Sleeping Goddess, Iron Heart, or one of the two martial disciplines made available to him by the Path ability. He gains a +1 bonus to attack rolls made as part of maneuver for the chosen discipline, and learns an additional maneuver of that discipline. At 9th, 11th, 13th, 15th, 17th and 19th levels, the Spiral Knight learns additional maneuver of that discipline.

    At 11th level, the Spiral Knight chooses either a second discipline from the same list or the same discipline a second time. If he chooses a second discipline, he gains a +1 bonus to attack rolls with maneuvers from that discipline, and gains additional maneuvers known from the second discipline at 11th, 13th, 15th, 17th and 19th levels. If he chooses the same discipline a second time, he gains the ability to ready one additional maneuver, which must be from that discipline, and gains an additional stance known from that discipline at 15th level.

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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    When I saw the name, and saw that it had maneuvers, I thought for sure it would use Hero's Edge in some way. Oh well.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    I will now be incapable of speaking in anything but Kamina quotes for the rest of the day. Thanks a lot, TMK.

    Looks pretty damn awesome. I'm definitely going to use it for my RL game, primarily because one of my friends despises Tengen Toppa Gurren Lagann and it'll be fun making him blow a gasket due to my class features.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Quote Originally Posted by KaganMonk View Post
    When I saw the name, and saw that it had maneuvers, I thought for sure it would use Hero's Edge in some way. Oh well.
    Ah. Well... I am considering adding "Path of the Hero"...

    Quote Originally Posted by Insanealien View Post
    I will now be incapable of speaking in anything but Kamina quotes for the rest of the day. Thanks a lot, TMK.
    You're welcome!

    Looks pretty damn awesome. I'm definitely going to use it for my RL game, primarily because one of my friends despises Tengen Toppa Gurren Lagann and it'll be fun making him blow a gasket due to my class features.
    Oh, please do so. Please.

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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Quote Originally Posted by gkathellar View Post
    I think I understand, but it's still a little unclear. This might be a little more idiot proof:
    And because I missed that...

    Hm. I'll use that. Thanks for the proof-read.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    I just glanced at this, but I was wondering if you considered including Scarlet Bravura, since it was pretty much based on Kamina (sp?).
    Never mind, it is part of the path choice.
    Last edited by DracoDei; 2010-11-18 at 03:22 PM.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Quote Originally Posted by DracoDei View Post
    I just glanced at this, but I was wondering if you considered including Scarlet Bravura, since it was pretty much based on Kamina (sp?).
    Never mind, it is part of the path choice.
    Yeah... Part of the reason I made this, actually.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Honestly, I'm not sure I'm the best judge, but this doesn't seems very balanced to me. It's a warblade plus a powered-up psiwar. I'm really not sure how I'm the only one who seems to have a problem with this. There are some minor concessions at the early levels, but it overcompensates for it by the end. This is Lightning Warrior stuff here.

    I LOVE the idea, I do. But if it's not balanced, no DM is gonna let it see play.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Quote Originally Posted by Admiral Squish View Post
    Honestly, I'm not sure I'm the best judge, but this doesn't seems very balanced to me. It's a warblade plus a powered-up psiwar. I'm really not sure how I'm the only one who seems to have a problem with this. There are some minor concessions at the early levels, but it overcompensates for it by the end. This is Lightning Warrior stuff here.

    I LOVE the idea, I do. But if it's not balanced, no DM is gonna let it see play.
    Hm... How would you weaken it? Make it more balance? Because that is something I want to do for it.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Quote Originally Posted by The-Mage-King View Post
    Hm... How would you weaken it? Make it more balance? Because that is something I want to do for it.
    I'm not SURE, exactly, but I can give some suggestions. Please take this with a grain of salt, as I'm just starting to get a real handle on ToB.

    Knock the max power level down to six. Reality revision and greater teleport really stick out like sore thumbs. This class is supposed to be melee, mostly, supplemented by a couple powers, so take out some of the more caster-specific powers. Psionic Teleport, psionic plane shift, Trace Teleport, Time Hop... Things like that. Yes, I admit there was that once scene where he teleported, but I think that we need to focus on the mechanics for now rather than the source material. Most of the other powers seem fine for a psionic gish. As for the initiator side, I;'m no confident enough in my ToB know-how to suggest how to fix that.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Is it me, or is Weapon of Energy misplaced in the table? Right now, it's in Trace Teleport's spot.

    This class looks very powerful, but it's MADE OF AWESOME, so you have to expect it to be strong.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Also, if your cute pet thingy dies, how do you get it back? Or get a new one, if the case may be.

    Otherwise, seems pretty cool, I guess. Anything with Kamina for a sample picture kind of has to be, though.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Spoilered for length. Short version: it's extremely powerful, and I would drop Beastman Cohort and powers above 6th level at the very least. I'd recommend 3/4 BAB, dropping most of the extra maneuvers from Improved Path, and heavily revising Spiral Strike if you want it to be allowed in most games.

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    OK, so:
    Full BAB
    Better HD than the PsyWar
    Maneuver recovery as Warblade. When you factor in Improved Path and Superior Path, it gets more maneuvers known and readied than a Warblade. (And no, having to choose 5 of them from one discipline is not a significant limitation).
    A couple bonus feats from a pretty good list.
    Higher-level powers than a PsyWar at 15th level and above, though it might have fewer PP and powers known - though Hidden Talent and Gattai add two powers known, and it gets more rewards for high Cha (and thus more bonus PP) than the PsyWar does for high Wis, due to Bold Defense.
    Will-only Mettle + better Slippery Mind
    Cha to AC
    Immune to fear
    A very good smite-like ability
    Suddenly gets Leadership at 16th level
    Gets Fusion a level early

    First, remember to add in weapon and armor proficiencies. They don't matter much, but do add them.

    Unshatterable Will makes Will saves pretty much no obstacle, but that's as it should be for a TTGL-inspired class.

    Drop Cute Animal Pal and Beastman Cohort. CAP adds little but flavor, and not all warrior-types in the show have it anyway. Obtain Familiar or some other feat will do fine for anyone who wants a cute animal. And Beastman Cohort is not a good idea. "I have another of me except 3 levels lower" is a huge jump in power. It's best for a class to progress in power gradually, without sudden spikes, especially when other classes don't spike in power at that level.

    Note that Sleeping Goddess is balanced partly on the assumption that a user with full initiator levels won't have a lot more PP than what it gives him. Having a substantial reserve allows it to be abused, and allows it to make other things abusive. For example, Ascend the Quicksilver Stairway now means a free 8th-level power per encounter. Lots of PP + Becoming the Perfect Warrior means 5 free feats and your IL in free HP whenever it would be useful. And if you let the user have extra PP equal to twice the number of Sleeping Goddess maneuvers he has, as is the default, this gets a fair bit worse.
    Plus,

    Make sure to define "natural reach" clearly on Spiral Strike. Is it the distance he can reach without using a reach weapon, or what? Even without reach weapons, Overchannel + augmenting Expansion with 12 pp gives you 30 feet of reach at 12th level; you don't need Overchannel at 13th and onward. Charging with Shock Trooper, Leap Attack, a Valorous weapon, and whatever else would let you do a ridiculous amount of damage to everything in that radius.
    I'd alter it so that you do your attack damage only to one target, and the d8s to that target plus either all other creatures in your reach or just in a fixed radius.
    And since it's [Su], it defaults to a standard action if not stated otherwise. Specify that it's a full-round action.
    Also, since you can have Ascend the Quicksilver Stairway by now, the PP limit is not a significant limiter on it, since it does more in round than you could in two most of the time. AtQS + Expansion as I mentioned before takes one round of preparation. Charge and do your weapon damage on a charge +7d8 to everything within 30 feet, then use your swift action on Psychic Renewal to recover AtQs. You've only lost 1 pp, and you're Gargantuan and just did a ton of damage to an awful lot of enemies, at 12th level. This takes a fair few feats, sure; you have 2 bonus feats and are probably human, you can afford it.

    It's a bit weird to give a power a level early. I'd drop Gattai!, shift it up a level, or have it instead make Fusion usable once per day as a psi-like ability.

    Maximum! is completely pointless as written. Lose 5 Cha and a maneuver for +10 to one attack? Why would you ever want that when you have 8th-level powers, 9th-level maneuvers, Cha to AC, lots of bonus PP dependent on Cha, and a 17th-level Spiral Warrior with most of the same tricks as you?

    Its weakness at low levels (no psionics, very few maneuvers readied) doesn't begin to make up for its ridiculous power at high levels (8th-level powers, fights like a Warblade, the Ascend the Quicksilver Staircase/ Expansion/ Spiral Strike trick I described above, has another Spiral Warrior of 3 levels lower as a class feature).

    By comparison to existing gish classes (Duskblade, Psychic Warrior), this is vastly overpowered. By comparison to poorly built full casters, it's overpowered. By comparison to optimized full casters, it's competitive. If you want this to be allowed in most games, you'll need to make very big changes to it.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    If one accepts your arguement about C.A.P. being reducable to Obtain Familiar, then that feat should at least be added to the bonus feat list.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Quote Originally Posted by SurlySeraph View Post
    Spoilered for length. Short version: it's extremely powerful, and I would drop Beastman Cohort and powers above 6th level at the very least. I'd recommend 3/4 BAB, dropping most of the extra maneuvers from Improved Path, and heavily revising Spiral Strike if you want it to be allowed in most games.

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    OK, so:
    Full BAB
    Better HD than the PsyWar
    Maneuver recovery as Warblade. When you factor in Improved Path and Superior Path, it gets more maneuvers known and readied than a Warblade. (And no, having to choose 5 of them from one discipline is not a significant limitation).
    A couple bonus feats from a pretty good list.
    Higher-level powers than a PsyWar at 15th level and above, though it might have fewer PP and powers known - though Hidden Talent and Gattai add two powers known, and it gets more rewards for high Cha (and thus more bonus PP) than the PsyWar does for high Wis, due to Bold Defense.
    Will-only Mettle + better Slippery Mind
    Cha to AC
    Immune to fear
    A very good smite-like ability
    Suddenly gets Leadership at 16th level
    Gets Fusion a level early

    First, remember to add in weapon and armor proficiencies. They don't matter much, but do add them.

    Unshatterable Will makes Will saves pretty much no obstacle, but that's as it should be for a TTGL-inspired class.

    Drop Cute Animal Pal and Beastman Cohort. CAP adds little but flavor, and not all warrior-types in the show have it anyway. Obtain Familiar or some other feat will do fine for anyone who wants a cute animal. And Beastman Cohort is not a good idea. "I have another of me except 3 levels lower" is a huge jump in power. It's best for a class to progress in power gradually, without sudden spikes, especially when other classes don't spike in power at that level.

    Note that Sleeping Goddess is balanced partly on the assumption that a user with full initiator levels won't have a lot more PP than what it gives him. Having a substantial reserve allows it to be abused, and allows it to make other things abusive. For example, Ascend the Quicksilver Stairway now means a free 8th-level power per encounter. Lots of PP + Becoming the Perfect Warrior means 5 free feats and your IL in free HP whenever it would be useful. And if you let the user have extra PP equal to twice the number of Sleeping Goddess maneuvers he has, as is the default, this gets a fair bit worse.
    Plus,

    Make sure to define "natural reach" clearly on Spiral Strike. Is it the distance he can reach without using a reach weapon, or what? Even without reach weapons, Overchannel + augmenting Expansion with 12 pp gives you 30 feet of reach at 12th level; you don't need Overchannel at 13th and onward. Charging with Shock Trooper, Leap Attack, a Valorous weapon, and whatever else would let you do a ridiculous amount of damage to everything in that radius.
    I'd alter it so that you do your attack damage only to one target, and the d8s to that target plus either all other creatures in your reach or just in a fixed radius.
    And since it's [Su], it defaults to a standard action if not stated otherwise. Specify that it's a full-round action.
    Also, since you can have Ascend the Quicksilver Stairway by now, the PP limit is not a significant limiter on it, since it does more in round than you could in two most of the time. AtQS + Expansion as I mentioned before takes one round of preparation. Charge and do your weapon damage on a charge +7d8 to everything within 30 feet, then use your swift action on Psychic Renewal to recover AtQs. You've only lost 1 pp, and you're Gargantuan and just did a ton of damage to an awful lot of enemies, at 12th level. This takes a fair few feats, sure; you have 2 bonus feats and are probably human, you can afford it.

    It's a bit weird to give a power a level early. I'd drop Gattai!, shift it up a level, or have it instead make Fusion usable once per day as a psi-like ability.

    Maximum! is completely pointless as written. Lose 5 Cha and a maneuver for +10 to one attack? Why would you ever want that when you have 8th-level powers, 9th-level maneuvers, Cha to AC, lots of bonus PP dependent on Cha, and a 17th-level Spiral Warrior with most of the same tricks as you?

    Its weakness at low levels (no psionics, very few maneuvers readied) doesn't begin to make up for its ridiculous power at high levels (8th-level powers, fights like a Warblade, the Ascend the Quicksilver Staircase/ Expansion/ Spiral Strike trick I described above, has another Spiral Warrior of 3 levels lower as a class feature).

    By comparison to existing gish classes (Duskblade, Psychic Warrior), this is vastly overpowered. By comparison to poorly built full casters, it's overpowered. By comparison to optimized full casters, it's competitive. If you want this to be allowed in most games, you'll need to make very big changes to it.

    ...Points taken.

    I'll clean this up and weaken it at higher levels over the weekend.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    For the most part, SurlySeraph is completely correct. I have to disagree with two points, though: drop it to 3/4 BAB and lose Cute Animal Pal. It is a martial class, above all else. It deserves full BAB. And Cute Animal Pal is a flavour ability, so what's the harm in keeping it? Every true warrior needs a small, furry companion. Shimon has Boota, Minsc has Boo, Rimmer has Mr Flibble.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Also, Improved Path grants too many maneuvers known. Seriously, you have warblade recovery, on 21 maneuvers known, and a similar number readied, with ironically superior level placement (oh that 4'th level warblade stance, how it mocks me). You can have 4 9'th level maneuvers without too much build effort, which is... alarming.
    And full BAB. And d10's. And good bonus feats. And class features.


    Oh, and then better-then-psychic warrior manifesting.

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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Would it be better if I switched to the Swordsage recovery method? Most other things have been adjusted quite a bit, and I'm wondering...
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Modified the main part of the class as suggested, revised Spiral Strike, revised power list. Comments on the now significantly changed class?
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    Looks much more reasonable now. Good work.
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    Default Re: If there's a wall, we'll knock it down! (3.5, Base Class, ToB, Psionic)

    It looks like it's pretty balanced.
    I can't do a full look over it, but the maneuvers don't look as crazy good, and the powers were toned down.
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