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    Barbarian in the Playground
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    Default Mighty Warrior (3.5 Base Class, PEACH)

    Yes, I know I still need to finish the Redead, but the idea for this popped into my head, and wouldn't shut the hell up, so I'm putting it here in the hopes you all like it/can help me fine tune it/so that it quits bugging me and lets me work on my other class.

    Class: Mighty Warrior

    Somewhere between the Fighter and the Barbarian lies a form of combat seldom seen, a form of massive power and insane strength. While the Fighter has great control of his combat, and the Barbarian has his rage to let him power through things, these fearless folk remain on the edge of readiness at all times, maintaining a state of barely controlled rage. These are the Mighty Warriors.

    As a combat class, the Mighty Warrior has no peer. Because of the nature of the class, that of closely controlled rage, the Mighty Warrior must be neutral, not lawful or chaotic; his is a life of controlled chaos. Morally, a Mighty Warrior can be any alignment, though most are either good or evil.

    Some Mighty Warriors fight for a deity. In such instances, the deity is almost always a god of war, strength or valor of some sort.

    Mighty Warriors may or may not get along with others; they live their life for battle, and thus tend to get along well with any who do the same. Good Mighty Warriors get along well with Paladins and Clerics, and occasionally some other classes as well. Evil Mighty Warriors are often found as mighty guards and troops for evil Wizards, though on the whole Mighty Warriors do not think highly of arcane casters who spend their lives in books.

    Strength and Constitution are the most important things to a Mighty Warrior, and Dexterity doesn't hurt either. High Intelligence is not a common thing in most of them.

    Class Skills:
    The Mighty Warrior's class skills (and key ability for each) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

    Skillpoints at 1st level: (2+Int mod)x4
    Skillpoints at Level Up: 2+Int mod
    Hit Die: D12

    {table=head]Level|
    BAB
    |Fort Save|Ref Save|Will Save|
    Special

    1st|
    +2
    |
    +2
    |
    +2
    |
    +0
    |Mighty Blows, Focused Rage, Bonus Feat

    2nd|
    +4
    |
    +3
    |
    +3
    |
    +0
    |Unstoppable Blows

    3rd|
    +6
    |
    +3
    |
    +3
    |
    +1
    |Killing Blows

    4th|
    +8
    |
    +4
    |
    +4
    |
    +1
    |Channeled Rage, Bonus Feat

    5th|
    +10
    |
    +4
    |
    +4
    |
    +1
    |Two Handed Savagery

    6th|
    +12/2
    |
    +5
    |
    +5
    |
    +2
    |Fearless, Slay 1/day

    7th|
    +14/4
    |
    +5
    |
    +5
    |
    +2
    |Shrug It Off, Bonus Feat

    8th|
    +16/6
    |
    +6
    |
    +6
    |
    +2
    |Damage Preference (1st level)

    9th|
    +18/8
    |
    +6
    |
    +6
    |
    +3
    |Mettle

    10th|
    +20/10
    |
    +7
    |
    +7
    |
    +3
    |Savage Frenzy, Bonus Feat

    11th|
    +22/12/2
    |
    +7
    |
    +7
    |
    +3
    |Intimidating Fury

    12th|
    +24/14/4
    |
    +8
    |
    +8
    |
    +4
    |Slay 2/day

    13th|
    +26/16/6
    |
    +8
    |
    +8
    |
    +8
    |Controlled Rage, Bonus Feat

    14th|
    +28/18/8
    |
    +9
    |
    +9
    |
    +4
    |Damage Preference (2nd level)

    15th|
    +30/20/10
    |
    +9
    |
    +9
    |
    +5
    |Raging Mind and Body

    16th|
    +32/22/12/2
    |
    +10
    |
    +10
    |
    +5
    |Surge of Rage, Improved Mettle, Bonus Feat

    17th|
    +34/24/14/4
    |
    +10
    |
    +10
    |
    +5
    |Spirit Crushing Rage

    18th|
    +36/26/16/6
    |
    +11
    |
    +11
    |
    +6
    |Unstoppable Rage, Slay 3/day

    19th|
    +38/28/18/8
    |
    +11
    |
    +11
    |
    +6
    |Final Rage, Bonus Feat

    20th|
    +40/30/20/10
    |
    +12
    |
    +12
    |
    +6
    |Damage Preference (3rd level), Perfected Rage[/table]

    Class Abilities: The following are the Mighty Warrior's class abilities.

    Proficiencies: The Mighty Warrior is proficient in every melee weapon, including exotic melee weapons. He is also proficient with every ranged weapon that lets him add his Strength mod to his attack, including exotic ranged weapons that fall into this category. He is proficient with all armor, and all shields, including tower shields, exotic armors and exotic shields.

    Mighty Blows (Ex): The Mighty Warrior's BAB is much greater than a normal warrior's, as he puts his all into every swing. He gains +2 BAB every level, and gains an additional attack every +10 in his BAB instead of +5. Furthermore, if he does damage with an attack, he adds an additional +1 damage per level of Mighty Warrior to his damage. This extra damage is multiplied on a successful critical hit.

    Bonus Feats: A Mighty Warrior is considered to be a Fighter for the purpose of qualifying for feats. Further, he gains a Fighter bonus feat at 1st level, and every three levels thereafter.

    Focused Rage (Ex): A Mighty Warrior is always in a state of controlled rage, a barely controlled killing machine. This adds an additional focus to his field of vision in battle, a sort of controlled tunnel vision. Starting at 1st level, he may choose to designate one foe in battle as a swift action. Against this one foe, he gains some certain bonuses. His Strength is considered 4 points higher against that foe, and he gains a dodge bonus to AC equal to his class level divided by two (rounded down, minimum +1) against that foe. Against all other foes other than his designated foe, he suffers a -2 penalty to AC. Once designated, he cannot change foes until either his foe is defeated or an ally brings him out of his focus.

    Unstoppable Blows (Ex): A Mighty Warrior's strong blows are far likelier to strike true than regular blows. At 2nd level, and every even level thereafter, a Mighty Warrior gets +1 to his roll to score a critical hit. So a 10th level Mighty Warrior wielding a battleaxe would score a critical hit on a roll of 15-20. This extra chance to strike is added after all other critical enhancing abilities (spells, the keen weapon enhancement, et cetera).

    Killing Blows (Ex): A Mighty Warrior's blows are far deadlier than regular blows. At 3rd level, and every third level thereafter, a Mighty Warrior's critical hits deal an addition x1 damage. So a 9th level Mighty Warrior wielding a battleaxe would multiply his damage on a successful critical by 6. This extra damage multiplication is added after all other critical enhancing abilities.

    Channeled Rage (Ex): A Mighty Warrior can use his state of controlled rage. At 4th level, he gains a number of Channeled Rage points to assign equal to half his class level. If he spends an hour in combat practice after sleeping for at least 8 hours, he can assign these points to his Strength, Dexterity, Wisdom or Charisma scores, though no stat can have more than half his pool of points in it at one time. This bonus is untyped, and lasts for 24 hours or until he sleeps for 8 hours and reassigns the bonus.

    Two Handed Savagery (Ex): A Mighty Warrior is the king of two handed weapons. At 5th level, he deals 3 times his Strength mod in damage when fighting with a two handed weapon, instead of the standard 1.5 times his Strength mod in damage. At 12th level, this increases to 6 times his Strength mod, and at 19th level it increases to 12 times his Strength mod.

    Fearless (Ex): A Mighty Warrior never backs down in battle. He becomes immune to all fear effects at 6th level.

    Slay (Ex): A Mighty Warrior may attempt to kill his foe in one strike at 6th level. He makes a single attack as a standard action against one foe with a bonus to hit equal to ½ his class level. If he hits, his foe must succeed a Fortitude save (DC10 + ½ the Mighty Warrior's class level + his Strength mod) or be killed by the sheer might of the blow. Even if he succeeds on his save, he takes damage as if the Mighty Warrior had struck him with a successful critical hit. A Mighty Warrior may use this ability once per day at 6th level, and an additional time per day every 6 levels thereafter.

    Shrug It Off (Ex): A Mighty Warrior of 7th level gains damage reduction as a Barbarian of his level.

    Damage Preference: A Mighty Warrior always has a type of damage they prefer to deal, be it slashing their foes, bludgeoning them, or piercing them. Choose one of the three types of damage weapons deal. With weapons that deal that kind of damage, he now does extra effects as follows:

    Slashing: at 8th level, a Mighty warrior with slashing preference leaves bleeding wounds. Every cut he makes deals 2 damage a round until staunched by a successful Heal check (DC15) or the character is magically healed for any amount of damage.

    At 14th level, his slashing attacks cut through muscles when he hits; a foe must roll a successful Ref save (DC10+½ the Mighty Warrior's BAB on the strike that hit) any time the Mighty Warrior threatens a critical hit against him. On a failed save, one of his limbs is disabled and unusable until the creature is healed for at least half the amount the strike dealt.

    At 20th level, his slashing attacks cut through limbs. Any time the Mighty Warrior succeeds on a critical hit against a foe, the foe must Succeed a Ref save (DC10+½ the Mighty Warrior's highest BAB) or lose a limb.

    Bludgeoning: at 8th level, a Mighty Warrior's bludgeoning blows are powerful enough to effect foes in more ways than just damage. If a Mighty Warrior hits a foe with two bludgeoning blows in one round, the foe is considered flat-footed. If he strikes with three bludgeoning blows in one round, the foe is dazed. If he strikes with four bludgeoning blows in one round, his foe is knocked prone. If he strikes with five bludgeoning blows in one round, his foe is considered helpless.

    At 14th level, A Mighty Warrior's bludgeoning attacks are quite powerful. He may take a full round action to make one mighty swing at his highest BAB. His foe must succeed on a Ref save (DC10+½ the Mighty Warrior's highest BAB) or be knocked back 5 feet per Mighty Warrior level and take damage as if the blow was a successful critical hit. If the foe hits a wall, he takes 1d6 additional damage per 5 feet he flew. A successful save negates both the knockback and the damage.

    At 20th level, his bludgeoning blows are so effective that little blocks them. All his bludgeoning attacks at resolved as touch attacks.

    Piercing: at 8th level, a Mighty Warrior's piercing attacks are vicious. On a successful strike, he does an additional 1d6 damage, plus an additional 1d6 per three levels past 8th. This additional damage is not multiplied on a critical hit.

    At 14th level, the Mighty Warrior may make a savage piercing blow. As a standard action, he may make a single attack at his highest BAB. On a successful blow, his weapon lodges in his foe in an extremely painful manner, causing him to automatically fail any Concentration checks this round, dealing damage equal to a successful critical hit, gives a -2 to AC from the pain while still embedded, and requiring a move action to dislodge. If not dislodged, the weapon may be twisted as a swift action at any time until it is taken out to force the foe to fail all Concentration checks and take -2 to AC from pain that round.

    At 20th level, the Mighty Warrior may truly cripple a foe with his precise piercing blows. Any piercing blow he lands does 1 Dex damage.

    Mettle (Ex): A Mighty Warrior can shrug off effects that would drop others. At 9th level, any effect that offers a Fortitude or Will save to lessen an effect on you instead offers no effect on a successful save.

    Savage Frenzy (Ex): A Mighty Warrior can attack with powerful fury in battle, letting his control on his rage slip slightly to great effect. At 10th level, when making a full round attack, he may make one additional strike at his highest BAB. This power comes at the cost of defense, however, and he suffers a -5 penalty to AC for the rest of the round. At 15th and 20th levels, he gains one additional attack at his highest BAB, but suffers an additional -5 to AC for each strike. All these blows must be directed at one foe. So at 20th level, he could take -15 to AC to make a full attack against a foe of +40/+40/+40/+40/+30/+20/+10. While in this frenzy, a Mighty Warrior cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

    Intimidating Fury (Ex): A Mighty Warrior is an intimidating sight on the battlefield. At 11th level, any time he slays a foe, he may spend a swift action to make an Intimidate check. Any foe who can see him must make a Will save (DC10+½ the Mighty Warrior's Intimidate check) or become shaken for 1d6 rounds. If a foe has less than half the hit dice of the Mighty Warrior, he is instead panicked for 1d6 round, and shaken for an additional 1d6 after that.

    Controlled Rage (Ex): A Mighty Warrior is in total control of his rage. At 13th level, his control over his rage grants him a great deal of mental focus and a surprisingly clear head. He gains a +4 bonus to resist any mind-altering or charm effects.

    Raging Mind and Body (Ex): A Mighty Warrior's rage enhances his mind and body's abilities to shrug off most effects. At 15th level he gains the feats Great Fortitude, Iron Will and Lightning Reflexes.

    Surge of Rage (Ex): A Mighty Warrior is unstoppable on the battlefield. At 16th level, he gains either Improved Bull Rush, Improved Overrun or Improved Sunder, whether or not he meets the prerequisites.

    Improved Mettle (Ex): A Mighty Warrior can shrug off effects that would drop others even more often. At 9th level, any effect that offers a Fortitude or Will save to lessen an effect on you instead offers no effect on a successful save as the Mettle ability, but now on a failed save he takes the lesser effect.

    Spirit Crushing Rage (Ex): A Mighty Warrior's rage is an almost physical weight in the air around him. As a move action, a Mighty Warrior of 17th level may choose to stare an opponent into submission in battle. Make an Intimidate check against one foe he threatens. That foe must succeed on a Will save (DC equal to the ½ Intimidate check + ½ the Mighty Warrior's level) or become terrified. A terrified creature may take not move from fear, is considered flat-footed, cannot attack, and suffers -6 to AC, skill checks, and ability checks, and he stays in this stare until the object of his terror leaves his line of sight or until attacked, at which time he instead becomes panicked for 2d10 rounds.

    Unstoppable Rage (Ex): A Mighty Warrior's rage is a totally unstoppable force of nature. At 18th level, any time he uses his Focused Rage class ability his Strength is considered 8 points higher against that foe, and he suffers no penalty to AC from other foes.

    Final Rage (Ex): A Mighty Warrior finishes his foes with great efficiency. At 19th level, when he brings a foe below 0 HP, he pulls his weapon back with a vicious surge of energy. Any foe brought to 0 HP by the Mighty Warrior is automatically dropped to -10 HP.

    Perfected Rage (Ex): A Mighty Warrior has reached the peak of his abilities. At 20th level, any time he strikes a critical hit, he deals maximum damage.
    Last edited by Noctis Vigil; 2011-11-13 at 03:30 AM.

  2. - Top - End - #2
    Titan in the Playground
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    So uh, is this supposed to be a tier 2 mundane class?
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    Barbarian in the Playground
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Sure, why not.

    I didn't really have a tier in mind; I was just working on some of my non-D&D writing and it came to me, a character who lives a life of barely-contained fury and savagery, not a Barbarian, not a standard fighter, just someone who is continuously berserking on the battlefield, and lives for the next fight.

    Any opinion on the class itself?

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    Bugbear in the Playground
     
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Well, it's certainly powerful, though I don't like having twice the BAB. Maybe you can just give them a bonus to attacks equal to their class level, it would make the table look better is all. I'd say just give them 1d12 HP, again just to conform with all other classes. Give it toughness or improved toughness if you really want to make it have a bunch of HP.

    The only thing I really have an issue with is the crits will be ridiculous, with a minotaur greathammer at level 20, his weapon will be 1d12/7-20/x10. More than 50% of the time he will be hitting for x10 damage. This starts earlier too, but once you get to high levels you don't even have to try to do damage, because even without raging and with 10 strength he will be doing 400 damage more than half of the time with one attack. This guy can easily two hit the Tarrasque with 10 strength, which is frankly ridiculous.

    The other issue is slay, which the table says is per day, and the text says per encounter. Per day it makes it less ridiculous, though still too much at level 6, and you need to say what the fortitude save actually is, probably 10 + 1/2 class level + str, and even if he succeeds he takes critical damage? That's essentially death anyway with the buffs to crits already. It's just a bit too much.
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    Barbarian in the Playground
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Slay was supposed to be per day, not encounter; I'll edit that, thanks for catching it. And I do tend to forget to add save DCs in, I'll add that too.

    As for the criticals, they're supposed to be ridiculous. If you aren't getting a critical hit at least once a round with him at high levels, you aren't playing him right. This guy is supposed to be to melee classes what the Wizard is to caster classes. He gets a "save or die", high damage output, and good flexibility. Basically, this is supposed to be a combat class for high tier games. With this guy, you don't get a party that's a Wizard, a Druid, a Cleric and a Fighter for the new guy; he can take this, it's fairly simple and a good power level to stay relevant at higher levels. Does that make sense?
    Last edited by Noctis Vigil; 2011-11-13 at 12:31 AM.

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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    This is not a flexible class. It kills things.
    That's pretty much what it can do. It has nothing to counter any caster stuff but the abilities from Damage Preference (Piercing) and Spirit Crushing Rage.

    That said, I'll start the critique.

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    Hit die and BAB: Don't try to make the class unique by giving it 2 HD and BAB per level. It's really not necessary. Full BAB and d12 HD is plenty.

    Mighty Blows: Why not just a bonus equal to its Mighty Warrior class level? That not only makes it less of a perfect dip level. +2 BAB, +BAB to damage and a bonus feat? There's not many melee builds who wouldn't want this.
    Also, making it the class level makes it less absurd for damage.

    Bonus Feats: Yeah, that's fine. Not really a big deal, compared to the rest of the class.

    Focused Rage: Interesting, not ridiculously powerful; this is fine.

    Unstoppable blows: This is a bit troublesome. This say it increases the critical threat range by 1. Also, at level 20, that's a total increase of 10; combined with the all-encompassing proficiency, you can get a Minotaur Greathammer +1 with bludgeoning to have a crit range of 6-20/x4. With all the static bonuses to damage... That's getting into the range of "too much".

    Killing Blows: Oh, I didn't take this into account with the Minotaur Greathammer. This makes it 6-20/x10. There's an 75% chance that you'll kill a tarrasque with your first swing.

    Channeled Rage: Kind of interesting, but it's a bit too powerful. Scaling back the points would help, I think.

    Two-Handed Savagery: And here's another bit of crazy. At level 20, assuming a base starting Strength of 16, that's a bonus 180 damage vs. your primary target.

    Fearless: Makes sense, not overpowered, no problem here.

    Slay: This is several levels before the wizard's first SoD. Too early, at the minimum. Taking damage as a critical hit basically makes this a standard action Die or Die.

    Shrug it Off: You could have actually included the progression, or at least a link to it. Otherwise, no problem here.

    Damage Preference: Interesting, but the higher levels from Slashing don't have a mechanical effect (you can lose both arms and still take no penalties, RAW), Bludgeoning is ridiculously powerful, and Piercing is rather lack-luster (you're pretty much guaranteed to kill them from direct damage before the Dex damage is a factor).

    Mettle: Makes sense, not overpowered, no problem here.

    Savage Frenzy: This is about par with the monk's flurry of blows, except this will hit and most likely crit, and does ridiculous damage.

    Intimidating Fury: Makes sense, not over-powered, I'd actually be fine with it not taking an action.

    Controlled Rage: Makes sense, not over-powered, no problem here.

    Raging Mind and Body: Makes sense, not over-powered, no problem here.

    Surge of Rage: I think this is the only under-powered class feature.

    Spirit Crushing Rage: What action does it take? Can this affect multiple enemies? Otherwise, it looks fine.

    Unstoppable Rage: A good upgrade for Focused Rage. Makes sense, not over-powered, no problem here.

    Final Rage: Pretty much just a flavor ability. Makes sense, not over-powered, no problem here.

    Perfected Rage: This is basically just taking away all need for rolling damage.


    Okay, now to show you just how ridiculously high the damage output of this class is.
    Seriously, it's too much. You can take Skill Focus: Basketweaving for all your feats and still be a nasty opponent.
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    Goliath LA 1/Mighty Warrior 19

    Str 46 (18 base+2 racial+5 level+5 tome+6 item+10 Channeled Rage, +18 bonus)
    Honestly, nothing else really matters.
    Minotaur Greathammer +1, bludgeoning (1d12, 6-20/x10)

    Feats:
    Toughness x12
    Improved Toughness

    He'll charge the Tarrasque.
    To-Hit:+60 (95%)
    Damage:1d12+256, 6-20/x10
    Average Damage: 2007
    So, to explain what happens: 75% of the time, the tarrasque goes down; 20% of the time, the Tarrasque is more than 25% of the way to going down; 5% of the time, it's unscathed.

    So, there you go.
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    Barbarian in the Playground
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Ah, there's the kind of PEACHing I like, point-by-point. I shall respond in kind (I skip anything you say is fine).

    HD and BAB: I'll concede the point on the die and switch to D12; my thought was to give him more HP, as this pretty much is his counter to most of what a caster throws at him, along with Mettle. So I'll probably drop it to D12 and throw the Evasion abilities in there somewhere (which reminds me, I created an Improved Mettle that I forgot to add in...). As for BAB, I like the two-per-level, and for a reason: I originally had it as a bonus to attack equal to his class level, but this gave him an attack of 40/35/30/25, which struck me as a little too good, so I went with double BAB to give him 40/30/20/10. Still really good, but now at least one of his attacks is semi-average.

    Mighty Blows: I think you're right, I'll drop it to a damage bonus equal to 1 per Mighty Warrior class level. This cuts his critical damage pretty near in half, so it's a big cut, but it makes him way less overkill.

    Unstoppable Blows/Killing Blows: Is this a little more balanced after cutting the flat damage bonus he gets? I'd like opinions on this before I change it. I want him to be getting a crit at least once a round, and doing at least 5x on it. Also, I'm unfamiliar with the weapon referenced, where is it from?

    Channeled Rage: I like this, personally, but you say too much? Maybe half his class level in points?

    Two Handed Savagery: Not sure how you're getting your numbers here. Assuming a base Str of 16, he gets his Str mod of +3 multiplied by 12, or +36 damage to his attack at 20th level, not overpowered at all. How did you get +180?

    Slay: I honestly don't see a problem with this ability, nor a way to make it not as broken as everyone seems to think it is. Suggestions?

    Damage Preference: Let me start with this: if you remove someone's limbs and your DM doesn't RP in side effects, he's a terrible DM. Yes, I know RAW it doesn't give penalties; at any table I've played at, though, you lose an arm and there's side effects. So these effects are less "here's a hard number of "oh crap" to slap on at limb loss" and more "GMs, this is a heads up for how you handle limb loss" (because every GM handles it differently, pretty much). For bludgeoning, yes it's powerful; is it too powerful? Not sure, I'd have to playtest it, but I really don't think it is. He can only really apply his side effects to one character a round, and when he actually gets the truly powerful ability at level 20, he's, um, 20th level. As for piercing, should I increase the Dex penalty? I thought 1 Dex damage a hit was severe enough, but I could make it 2 easily enough, or 1 Con damage.

    Savage Frenzy: You didn't say if it was a good thing or a bad thing. I thought doing massive damage to one creature for -15 to AC for the round was a good balance. Is it?

    Surge of Rage: Underpowered? There's something I didn't expect. Suggestions for improvement?

    Spirit Crushing Rage: This is a move action that effects just the one foe he's focusing on. Can't believe I forgot that, thanks for pointing it out. What did you think of the terrified status, if I may ask? Took me a bit to come up with it.

    Perfected Rage: Is taking away the damage rolling a problem? You don't specify.

    Thanks for working some of those numbers for me, they help. How does it look after implementing the changes here?

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    Colossus in the Playground
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Mighty Blows: Hasn't been updated yet, still says "+20 to first attack, +10 to second". Was very confusing until I read the comments. Additionally, this text is pretty bad.

    Consider this: What happens if you take 19 levels of fighter and then 1 level of Mighty Warrior? You have +21 BAB, but due to the text of Mighty Blows, you only have 3 attacks. (You actually lose an iterative by taking a level of Mighty Warrior. As Fighter 19 you have +19/+14/+9/+4, and as a Mighty Warrior you have +21/+11/+1)

    Also, a lot of feats are balanced by Base Attack Bonus in the prerequisites. This guy could take Shock Trooper at 3rd level, and no, that is not okay. he can also get into a prestige class with BAB prerequisites at half the level. You want this guy to be ultimate? "The Mighty Warrior receives a bonus to his attack and damage rolls equal to his class level". That gives him +40 to hit total at level 20, but doesn't screw with his BAB rules for multiclassing or prerequisites.

    Focused Rage- It's alright. The wording is a little awkward, but you communicate what you want pretty easily.

    Unstoppable Blows- The wording "gets a +1 to score critical blows" is incorrect. What you're trying to say is "His critical threat range increases by 1".

    Killing Blows: The wording you want here is "His critical multiplier increases by 1"

    Channeled Rage comes too early in the text. It threw me off. I'll come back to it when I get to 8th level.

    Two-Handed Savagery- First of all, the name of the ability implies it should only work when he's raging, and only against the guy he's raging against. I also think that would help balance out the ability, as it is pretty strong. 9x your Strength modifier is a really high number, but then, you would have to take 19 levels of a single class to achieve it, so I guess it's fair in its own way. x3 for only 5 levels is pretty strong as well, considering all you already got, but it ends up only almost doubling your damage output, while a maneuver can easily triple or quadruple it.

    ...Eh, it's like 2:30 AM where I live and I don't have the energy to give the whole thing a point by point review, sorry. But listen, I will say this: The class isn't made for 3.5.

    You want to supercharge melee? You want to make him stronger than a wizard or a cleric? I respect that. But 3.5 isn't about being better than another class. It's about being successfully challenged by monsters of your CR.

    A class can be strong, but the most important thing to remember is this is a game, it's not a competition. A game isn't fun if you don't get to play it. For example, did you ever play Final Fantasy X? Even from the very start of that game, as long as you attacked correctly and exploited weaknesses, playing to your character's strengths, you one-shotted all enemies (and you always went first)

    Sure, that made it easier for you to level up and collect spheres and gain experience, but that wasn't a game. It was a chore, and a very repetitive one. (Note: I love FFX. It's one of my favorite games for the PS2 EVER)

    And at least then you got cool visual effects and you were the only one playing, so you could enjoy being awesome. D&D is a team sport, and if you're just ripping your CR-appropriate enemies to shreds with no help from your crew, you and your group aren't really going to be enjoying things that much.

    I know I'm not exactly one to talk, seeing as I make powerful classes all the time, but I at least try to make them fun, and I have a very specific balance point in mind. When I go over my abilities at a given level, I think "What am I likely to run into at this level? Is my character too strong for those enemies? Will I overshadow my group too much? What level-relevant challenges can the DM offer me?"

    Basically, what I'm saying is: Always winning is boring. It's like what the guys were trying to tell me when I made my vitalist class.

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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    BAB: It's still way more than necessary. Pre-epic, I don't know of anything you'll be missing on higher than a 1 with a +40 bonus (which is easy to get with this class, as I demonstrated).

    Mighty Blow: That's just a start in reducing the damage to reasonable levels.

    Unstoppable Blows/Killing Blows: Drop it to a total of +3 to the multiplier (guaranteeing a x5) if it's really that important. Getting that at least 1/round is probably overkill, though.

    Channeled Rage: Half would be much more balanced, I think. Still a nice boost, but not quite so amazing.

    Two-Handed Savagery: That's the starting Strength. +5 from levels, +5 from a tome and +6 from an item puts him at 32; there was something else I was taking into account (Focused Rage, I think) that brought it up to 40.

    Slay: The problem is that with all the crit-boosting abilities and static damage bonuses this class gets it's a standard action kill, 3/day. You can balance it by granting it later and not making it do crit damage on a successful save. Damage as if from a normal hit, sure. Maybe even half crit damage.
    For reference, Finger of Death (a spell with the advantage of range but inferior in all other respects) comes at level 13.

    Damage Preference: Of course there SHOULD be penalties, but saying "The DM has to figure this one out" is a pain for the DM. Does the bleed damage from multiple hits stack?
    As for Bludgeoning: None of the debuffs on the first ability are given a duration, and there's not really much chance this class is gonna have less than a +40 bonus to hit, so making everything a touch attack isn't very powerful.
    The reason the Dex damage on Piercing is a non-factor is because this class deals huge amounts of damage with little effort, so things will die before they get more than 3 or 4 points of Dex damage racked up.

    Savage Frenzy: Flurry of Blows isn't very powerful because you can only use it when you're standing still. The same applies to this. It's powerful when you can use it, but it's difficult to use.

    Surge of Rage: You get your choice of feats that are easily available at level 1 at level 16, at which point you probably have them if they're relevant to the character.
    Another bonus feat is one of the last things this class needs.

    Spirit Crushing Rage: This is a solid ability; it effectively locks down one enemy until they're attacked. I like it.

    Perfected Rage: It's rather superfluous, with the bonus to damage the class gets.

    I think the main abilities that need to get toned down or moved around are Unstoppable Blows, Killing Blows, Two-Handed Savagery and Slay. I still think it should use standard BAB progression (just for the sake of avoiding confusion).
    Surge of Rage and Perfected Rage are mostly useless at the levels they're gained.
    Savage Frenzy would still be balanced if you dropped the AC penalty a few points.
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Hmm. I can see where you're coming from, NeoSeraphi. I can also see there's no way this class will fit that bill. I think I'll just shelf it for now under my "failed experiments" category, at least until I have some free time to think it over. From what I see in the comments on the class, I have learned one valuable thing: melee is weak, and appreciated most when kept that way. I'll see if I can knock him down two tiers or so power-wise and come back with an update then.

    I'll still take any comments and suggestions you have, of course. Good ideas will never be turned down.
    Last edited by Noctis Vigil; 2011-11-13 at 03:50 AM.

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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Quote Originally Posted by Noctis Vigil View Post
    Hmm. I can see where you're coming from, NeoSeraphi. I can also see there's no way this class will fit that bill. I think I'll just shelf it for now under my "failed experiments" category, at least until I have some free time to think it over. From what I see in the comments on the class, I have learned one valuable thing: melee is weak, and appreciated most when kept that way. I'll see if I can knock him down two tiers or so power-wise and come back with an update then.

    I'll still take any comments and suggestions you have, of course. Good ideas will never be turned down.
    It's not that we want to keep melee weak; it's just that you pumped this up too much in damage and gave it little else. It can lock down a single enemy long enough to close for a full attack, but it can't do much battlefield control, debuffing (mostly because the targets die from damage) or buffing.

    Possible new abilities (keeping with your focus on criticals, rage and fear): a progression to ignore immunity to critical hits, a group morale bonus to hit/damage on a critical/kill, a general bonus to group damage, a debuffing aura, an ability to create difficult terrain (whack the ground to cause a tremor, possibly entangling enemies who fail a save), ignoring difficult terrain, ignoring/hindering regeneration (which would be a pretty awesome and unique ability), shout or greater shout as Supernatural or Extraordinary abilities (possibly with a modified area).
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    There are some good ideas in there. Thanks, absolmorph. I like the shout idea. Hmm.

    Bellow of Rage (Ex): Functions as the spell shout, can only be used when he has no foe selected with Focused Rage. Usable once every 1d4 rounds.

    Not sure about the ground pound thing. I like it, but I have no idea how to implement it. I'll put some thought into it. As for your other ideas, they're all good. I may implement them. I think I'll just flat out drop Slay; by the time you get it it won't be worth it when pushed back. I have some ideas for an Aura of Menace ability, but it will have to wait till after I sleep, I've been up almost 2 days now, and work is in a few hours.

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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Stuff broooooken....

    Double BaB... Seriously?

    It basically sends all other melee classes to hell when they fork themselves, while still being just hit stuff class.

    Basically what mentioned above.

    Killing Blows (Ex): A Mighty Warrior's blows are far deadlier than regular blows. At 3rd level, and every third level thereafter, a Mighty Warrior's critical hits deal an addition x1 damage. So a 9th level Mighty Warrior wielding a battleaxe would multiply his damage on a successful critical by 6. This extra damage multiplication is added after all other critical enhancing abilities.
    Way to potent seeing how most of critical modifier abilities and feats are ruled.


    Two Handed Savagery (Ex): A Mighty Warrior is the king of two handed weapons. At 5th level, he deals 3 times his Strength mod in damage when fighting with a two handed weapon, instead of the standard 1.5 times his Strength mod in damage. At 12th level, this increases to 6 times his Strength mod, and at 19th level it increases to 12 times his Strength mod.
    This probably would be favorite stuff or Mighty W 5/Cleric 15 though.

    Grab this and then pump Str to crazy levels via spells etc.
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    celerity, charm, confusion, dominate, fly, gate, hold, teleport, planar binding, reverse gravity, shapechange . . .

    Astronomical numbers are not the way to fix the Fighter.
    Spellcasters cannot compete with optimized melees damage-wise. This makes no difference, since they don't have to. They just change the landscape and the flow of time, and let the melees grasp empty air.

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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Think of what happens when it uses leap-power-pounce.
    im afraid of even calculating that!
    its without shock trooper as it uses some of the attack bonus for moar damage.
    Despite everything, its still me.

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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Does this actually get two 1d8 hit dice per level? As in, at 1st level is the Mighty Warrior a 2HD creature?

    On a related note, at 3rd level, because the rules for how BAB works are not attached to any specific class, the Mighty Warrior should have two attacks (+6 BAB). Likewise he should get his third attack at 6th level (+12 BAB), and his fourth attack at 8th level (+16 BAB).
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Quote Originally Posted by nonsi View Post
    celerity, charm, confusion, dominate, fly, gate, hold, teleport, planar binding, reverse gravity, shapechange . . .

    Astronomical numbers are not the way to fix the Fighter.
    Spellcasters cannot compete with optimized melees damage-wise. This makes no difference, since they don't have to. They just change the landscape and the flow of time, and let the melees grasp empty air.
    Hear hear!

    My response to "sure why not?" is "because it isn't, it's just overpowered". It can hit everything on a two, but sits down and shuts up when confronted with a flying archer who can deal enough damage to beat his DR.
    Last edited by Hiro Protagonest; 2011-11-13 at 07:54 PM.
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    I fixed the hit die, Zieg, it's a D12 now. And he doesn't quite, Jade Dragon; I did give him a few ranged proficiencies, after all.

    For the rest of you, as previously stated, I'm overhauling the class, so you can stop telling me it's overpowered; I got it, I'm working on it. Double BAB is too much, will fix it. The bonus damage equal to level, however, I know is not too much, because I allow that on Fighters in my campaigns when I DM, and I DM gestalt. I'll recalculate the numbers on critical hits to see when I hit "too many criticals"; this will take a lot of trial and error. One per round seems to get a unanimous consensus of "too many", so I'll see what balance averages out to about one every other round (feel free to jump in with the math on this if you've a good head for numbers).

    If you have comments that are suggestions for non-overpowered abilities or good fixes for current abilities, feel free to comment. Goal is still a tier two melee combatant.

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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Quote Originally Posted by Noctis Vigil View Post
    I fixed the hit die, Zieg, it's a D12 now. And he doesn't quite, Jade Dragon; I did give him a few ranged proficiencies, after all.

    For the rest of you, as previously stated, I'm overhauling the class, so you can stop telling me it's overpowered; I got it, I'm working on it. Double BAB is too much, will fix it. The bonus damage equal to level, however, I know is not too much, because I allow that on Fighters in my campaigns when I DM, and I DM gestalt. I'll recalculate the numbers on critical hits to see when I hit "too many criticals"; this will take a lot of trial and error. One per round seems to get a unanimous consensus of "too many", so I'll see what balance averages out to about one every other round (feel free to jump in with the math on this if you've a good head for numbers).

    If you have comments that are suggestions for non-overpowered abilities or good fixes for current abilities, feel free to comment. Goal is still a tier two melee combatant.
    Dropping the increase to the crit range to 2 or 3 should keep it critting often without it being all but guaranteed on each hit.
    Add some abilities with ranged attacks (especially ones that target airborne enemies, and get around some anti-missile buffs) and you'll have a good start. Look less at dealing lots of damage and look at the different effects they can stick on their opponents.
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Hmm. For ranged combat, I'd like to limit it to thrown weapons as best I can. Got any suggestions for that other than feats?

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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    The ability to apply Strength to damage with thrown weapons, increased range increments.
    Again, applying conditions (i.e. staggered, sickened/nauseated, deafened, blinded).
    Bullrush with ranged attacks.
    Maybe eventually the projectiles go SO FAST they deal force damage.
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Quote Originally Posted by Noctis Vigil View Post
    Goal is still a tier two melee combatant.
    One thing you've got to know, something I notice people miss all the time, is that overpowered Tier 4 is not the same as Tier 2. An ubercharger can deal a lot more damage than this class does. That doesn't mean an ubercharger is a Tier 2 character. Remember, a Sorcerer is Tier 2, and he can deal lots of damage without compromising his ability to Teleport, Forcecage, and Gate. Tier 2 melee is a lofty goal that you will not be able to achieve by increasing the numbers alone.
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    I would suggest lowering the crits. As is, a two-hand wielded scimitar with Improved Critical threatens on a 6-20 at level 19, and deals *8 damage on a crit, with his strength (say...30 plus the class bonus?) multiplied by 12. And he basically cant miss.

    Could you maybe drop the increasing critical multipliers? That might balance it out more, imho.


    What if you lowered his attacks to 3/4 bab plus his level? Even that would be really high (if you ask me), but it gives less attacks, so there would be less crits, but you could still crit on alot of your attacks. Good, bad?

    That said, Final Rage,as a 19th level ability,could be something a little more cool than +10 damage when you drop them to 0. I know I should give an alternative suggestion.....but i cant think of anything atm
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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Well, tier 2 was a goal I gave it after the first draft already hit the forums, so what you see is the idea as it came to me put on paper, not the final product or a representation of the current goal. Now that I have a goal in mind and some feedback, I can try and clean it up.

    I have an idea for some Sunder shenanigans that will help him hit tier 2. Several Sunder ideas, actually. The problem I'm facing now is that this guy is going to be very class-feature heavy if I implement everything I have in mind, so a lot of abilities I have in mind for him will be put on a list of abilities that you'll be able to choose from. Thus, one Mighty Warrior will never have every Mighty Warrior ability, but you'll have lots of abilities to choose from.

    So! As of right now, I'm looking for suggestions as to power levels on his current abilities and suggestions for new abilities. What level do you think he should be able to learn Slay at as an absolute baseline, for example? Or Final Rage, Demidos? Please post feedback on this for me to review. And if you have ideas for new abilities, post them with a suggested minimum level you think they should be learnable at; no ability will be outright thrown out without at least be read and considered, just remember to keep it combat-oriented. Throwing fireballs is a no-no without some good storytelling.

    The first post will be updated when I have this in some semblance of organized. Thanks for all the feedback so far, and please keep it coming!

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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Alright if you want this guy to be tier 2 he has to be able to deal with every type of situation in some way, whether it's directly or indirectly. He should have some limited ability to heal himself and his party, he should be able to provide buffs and be able to deliver debuffs, he should be able to fly, swim without a check, breathe water and teleport. Plane Shifting is nice, but not required, I don't think.

    The thing that makes Tier 2s really Tier 2s, other than their power and versatility, is their complete inability to die. You need some serious defensive power, and I'm not talking about high AC. I mean things like DR 10 (at least), invisibility, flight, perhaps the ability to turn incorporeal or ethereal for short bursts.

    As Ziegander said, don't mistake a glass cannon for a Tier 2 when you try to do this for melee. I myself made that mistake a long time ago with my myrmidon class, a class that I was so disgraced by that it has not even made its way into my Extended Homebrew signature.

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    Default Re: Mighty Warrior (3.5 Base Class, PEACH)

    Hmm. Invisibility seems kind of...counter to the rage theme. I may need to change that to fit it in. And flight would be very limited if I kept it non-magical; it doesn't make sense otherwise. The DR is higher than I would have gone, but I like it. Swim without a check...Is there currently anything that can do that? Even races with a swim speed need a check, don't they? As for water breathing, I'd rather just make him not need to breath anymore; it's easier to fit into a theme while keeping some semblance of a martial theme: he's just too stubborn to suffocate. As for teleporting, perhaps something vaguely dimension door-esque to warp him near a foe he wants to fight? No, the target of his Focused Rage. That will work nicely, I think.

    The only problem I really foresee with a tier 2 martial character is that he'll be pretty much a stand-alone, which is why I'm not giving him healing for the time being. I might later, but for now I'll leave it out. I don't foresee this stopping him from hitting tier 2; it certainly isn't hindering the Sorcerer any.

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