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  1. - Top - End - #1
    Titan in the Playground
     
    Grod_The_Giant's Avatar

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    Default The Legend Returns: A Mythic Fighter for Manly Men (and Women. And Others.)

    This is a revival/reboot of my old Legend class. It's intended to play in the same party as wizards, druids, and sorcerers, although I don't want it to have the same potential for game-breaking elements-- I'm looking for a good, strong T3.

    Fair warning for fair DMs:
    Spoiler
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    This class is strong, and the optimization floor is quite high. Which is to say that the class will be powerful, even played by a quite inexperienced player. It's highly survivable, particularly with appropriate Deed selection. Damage-wise... well, mundanes have always been able to dish out good damage with the right build; Unstoppable Strike is its own action, which means that it shouldn't stack with most of the standard tricks. The biggest danger is probably in high-op trip builds, given that there are two Deeds aiding combat maneuvers.

    Tier-wise, I'd say that he looks like a T2, but isn't actually-- he lacks the sheer encounter-ending punch of a caster. He can do a lot, and he gets enough attack options, defenses, mobility, out-of-combat abilities, and skills (with an Int or Cha focus!) to be a strong T3, methinks.


    The Man, the Myth… the Legend
    Because it takes a mythic hero to stand shoulder-to-shoulder with a wizard, not GI Regdar


    Alignment: Any
    Hit Die: d12

    The Legend’s class skills are Balance, Climb, Diplomacy, Heal, Intimidate, Jump, Listen, Profession, Ride, Sense Motive, Spot, Swim, and Tumble.
    Skill Points at 1st level: (4 + Int modifier) x4
    Skill Points at each additional level: 4 + Int modifier

    Level Base Attack Fort Ref Will Special Unstoppable Strike Deeds Known Mind over Metal
    1st +1 +2 +2 +2 Mortal Deeds, Aspect 1
    2nd +2 +3 +3 +3 Unstoppable Strike, Uncanny Dodge +1d6 2
    3rd +3 +3 +3 +3 Bonus Feat, Armor Mastery +1d6 3
    4th +4 +4 +4 +4 Mind over Metal +2d6 4 +1
    5th +5 +4 +4 +4 Mettle +2d6 5 +1
    6th +6/+1 +5 +5 +5 Heroic Deeds, Bonus Feat +3d6 6 +1
    7th +7/+2 +5 +5 +5 Improved Uncanny Dodge +3d6 7 +1
    8th +8/+3 +6 +6 +6 You’ve Probably Heard of Me +4d6 8 +2
    9th +9/+4 +6 +6 +6 Perfect Resilience, Bonus Feat +4d6 9 +2
    10th +10/+5 +7 +7 +7 Legendary Stamina +5d6 10 +2
    11th +11/+6/+1 +7 +7 +7 Legendary Deeds +5d6 11 +2
    12th +12/+7/+2 +8 +8 +8 Bonus Feat +6d6 12 +3
    13th +13/+8/+3 +8 +8 +8 My Mind is My Own +6d6 13 +3
    14th +14/+9/+9 +9 +9 +9 Unstoppable Barrage +7d6 14 +3
    15th +15/+10/+10 +9 +9 +9 Bonus Feat +7d6 15 +3
    16th +16/+11/+11/+11 +10 +10 +10 Divine Deeds +8d6 16 +4
    17th +17/+12/+12/+12 +10 +10 +10 Legendary Immunity +8d6 17 +4
    18th +18/+13/+13/+13 +11 +11 +11 Bonus Feat +9d6 18 +4
    19th +19/+14/+14/+14 +11 +11 +11 Eternal Call of Battle +9d6 19 +4
    20th +20/+15/+15/+15 +12 +12 +12 Endless Deed +10d6 20 +5

    Proficiencies: A Legend is proficient with all simple and martial weapons, all light, medium, and heavy armors, and with all shields (including Tower Shields).

    Deeds (Ex): A Legend’s actions echo through the course of history, becoming almost more than reality. Over the course of his career, he learns a number of special abilities, known as Deeds. All Deeds are (Ex), unless otherwise mentioned. The save DC against a Deed is equal to 10 + ½ Legend level + his key ability modifier. All deeds may be used at will.

    There are four ranks of Deeds— Mortal, Heroic, Legendary, and Divine. A Legend begins play knowing a single Mortal Deed. At every level, he learns one additional Deed.

    Aspect: Not all warriors are the same. At first level, a Legend selects one of three Aspects: Sage, Emperor, or General, gaining benefits as shown on the table below. Once selected, a Legend cannot change his Aspect.

    {table=head] |Sage|Emperor|General
    Key Ability|Wisdom|Charisma|Intelligence
    New Skills|Autohypnosis, Sense Motive, Survival|Bluff, Gather Information, Perform (Weapon Drill)|Appraise, Knowledge (all), Martial Lore, Speak Language[/table]

    Unstoppable Strike (Ex): A Legend doesn’t bother unleashing flurries of ineffectual blows— if he strikes a foe, they know they’ve been hit. Beginning at second level, as a standard action, he can make a single melee or ranged attack at his full base attack bonus. If it hits, it deals 1d6 extra points of damage. This extra damage increases by 1d6 every even-numbered level thereafter.

    Uncanny Dodge (Ex): At 2nd level, a Legend retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Legend already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    Bonus Feat (Ex): At 3rd level, and every third level thereafter, a Legend learns a single bonus feat, drawn from the list of Fighter bonus feats. At 8th level, and every subsequent even-numbered level, he may retrain one feat from this list.

    In addition, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess.

    Armor Mastery (Ex): Beginning at 3th level, a Legend may reduce the armor check penalty from any armor he wears by an amount equal to his Strength modifier. He may also ignore the speed penalty from medium and heavy armor.

    Mind over Metal (Ex): A sword doesn’t make a warrior lethal; a warrior makes a sword lethal. Beginning at 4th level, a Legend’s weapons count as magic for the purposes of bypassing damage reduction. They gain bonus hardness equal to his key ability modifier, and bonus health equal to his Legend level. In addition, he gains an enhancement* bonus to attack, damage, and armor class equal to one-fourth his Legend level.

    *
    Spoiler
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    Author’s note: yes, that’s an (Ex) enchantment bonus. Yes, it’s a bit weird, but this was the most graceful way I could think of to institute a policy of “your weapons and armor are always at least this good.”


    Mettle (Ex): A Legend cannot be easily felled by hostile magic. At 5th level, he gains the mettle ability. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Legend does not gain the benefit of mettle.

    Improved Uncanny Dodge (Ex): At 5th level and higher, a Legend can no longer be flanked. This defense denies a rogue the ability to sneak attack the Legend by flanking him, unless the attacker has at least four more rogue levels than the target has Legend levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

    You’ve Probably Heard of Me (Ex): No matter how far a Legend wanders, he finds his story has spread farther still. Beginning at 8th level, all non-hostile NPCs are treated as if they were one step more friendly when interacting with the Legend. He may add his Legend level to any Intimidate check he makes; however, he takes a penalty equal to his Legend level to any Disguise check or similar attempt to conceal his identity.

    Perfect Resilience (Ex): Where others bow their heads, a Legend fights on. Beginning at 9th level, when targeted by a spell or spell-like effect which normally does not allow a save, such as irresistible dance or power word stun, a Legend may make a special save (d20 + 1/2 Legend level + key ability modifier) in order to either take half damage (if the spell deals damage) or reduce the duration to one of whatever the normal interval of the spell is-- 1 round for a spell with a duration of 1 round/level, 1 minute for a spell with a duration of 1 minute/level, and so on.

    Legendary Stamina (Ex): As his fame increases, a Legend becomes even more determined to survive. At 10th level, he gains the ability to reroll an unsuccessful saving throw against an effect that would instantly kill him or remove him from play, such as a finger of death spell, a flesh to stone effect, or massive damage. He may use this ability a number of times per day equal to his key ability modifier. An unconscious or sleeping Legend does not gain the benefit of this ability.

    My Mind is My Own (Ex): Beginning at 13th level, a Legend automatically succeeds on saves against [mind affecting] abilities. An unconscious or sleeping Legend does not gain the benefit of this ability.

    Unstoppable Barrage (Ex): Beginning at 14th level, all extra attacks a Legend gains for having a high base attack bonus are made at -5 penalties, not the usual -5/-10/-15 penalty, as shown on the table about.

    Legendary Immunity (Ex): Beginning at 17th level, when making saving throws, a Legend rolls twice and takes the better result. An unconscious or sleeping Legend does not gain the benefit of this ability. This ability replaces Legendary Stamina.

    Eternal Call of Battle (Ex): At 19th level, a Legend’s power is such that he can shrug off even the icy hand of death. He becomes immune to death effects and massive damage, and gains Regeneration equal to his Charisma modifier for as long as he has a weapon in his hand. This regeneration is not bypassed by any damage type. A Legend rendered unconscious by nonlethal damage retains hold of his weapons. To wrest a weapon from the hand on a Legend, the opponent must take a standard action and succeed on an opposed Strength check. The Legend may make this check despite any circumstance, such as unconsciousness, that would normally prevent him from doing so, and he gains a bonus to the check equal to his legend level.

    Endless Deed (Ex): At 20th level, a Legend may tear the fabric of reality asunder, performing feats that would leave a god speechless. He learns a single Endless Deed, a signature move of unsurpassed power. The saving throw against his Endless Deed, if applicable, is the same as for other Deeds, but has a +2 bonus.

    Update: JerichoPenumbra has created a bloodline based on the Legend!
    Last edited by Grod_The_Giant; 2014-04-03 at 01:46 PM.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

  2. - Top - End - #2
    Titan in the Playground
     
    Grod_The_Giant's Avatar

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    Default Re: The Legend Returns

    Deeds

    All Deeds are extraordinary abilities which do not provoke attacks of opportunity. Unless otherwise stated, using a Deed is a standard action. The saving throw of against a Deed is 10 + 1/2 Legend level + Key Ability Modifier.

    [Strike] Deeds modify the Legend's Unstoppable Strike. A Legend may only apply one [Strike] Deed at a time, unless otherwise specified.

    Mortal Deeds:
    Spoiler
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    • Ascetic Warrior— When not wearing armor, you gain a dodge bonus to AC equal to 1.5 times your key ability modifier, plus the bonus from Mind over Metal. At 10th level, you may take a free five-foot step in response to any attack which misses you.
    • Brawler— You gain Improved Unarmed Strike as a bonus feat, and your unarmed attacks deal 1d8 damage. At 5th level, and every subsequent 5th level (10, 15, and 20), this damage improves as if you had taken the Improved Natural Attack feat.
    • Challenge— As a swift action, you may challenge a foe. The challenged foe must be able to see or hear you and understand your words or gestures. If he fails a Will save, he must attack the Legend in preference to other targets. If he attacks another target, he takes a penalty to his attack roll equal to the Legend’s key ability modifier. This conviction lasts for a number of rounds equal to the Legend’s key ability modifier. A Legend may only challenge one foe at a time. At 10th level, he may challenge any number of creatures, as long as their combined hit die do not exceed twice his Legend level, and he may take a standard action to challenge as many creatures as he wishes. A foe who successfully saves against this ability cannot be affected by it again for 24 hours. This is a mind-affecting ability.
    • Flurry of Steel— Whenever you attack, you may make one extra attack at your highest base attack bonus, but all attacks you make this round take a -2 penalty. Beginning at 10th level, you may make a second attack, also at your highest base attack bonus.
    • Gut Blow [Strike]— A target struck by your Unstoppable Strik must make a Fortitude save or be sickened for one round per Legend level. Beginning at 10th level, targets who fail their save are also nauseated for a number of rounds equal to the Legend’s key ability modifier. Undead, plants, constructs and oozes are not affected by this ability.
    • Hamstring [Strike]— A target struck by your Unstoppable Strike must make a Fortitude save or have all movement speeds halved for one round per Legend level. If affected by this ability again before the penalty wears off, he is instead immobilized for 1 round per point of your Strength modifier. This penalty can be removed by magical healing that restores more than (Legend level) hit points, or by a lesser restoration spell or its like. Plants, constructs and oozes are not affected by this ability. Beginning at 10th level, a target only needs to fail one Fortitude save before being immobilized.
    • Inspiration— As a move action, you may grant all allies within 60 feet a morale bonus to attack rolls, damage rolls, and saving throws equal to your key ability modifier. You may maintain this bonus by taking a swift action each round, to a maximum number of rounds equal to your Legend level. Beginning at 10th level, you may activate this ability as a swift action.
    • Interpose— As an immediate action, you may move up to one-half your speed and interpose yourself between an adjacent ally and an incoming attack. The attack targets you instead. Beginning at 10th level, you no longer provoke attacks of opportunity for taking this movement.
    • Legendary Luck— You gain a bonus to saving throws equal to your key ability modifier.
    • Lightning Speed— You gain a bonus to your base land speed equal to one-half your Legend level times five, and a bonus to initiative equal to your key ability modifier.
    • Orator's Soul— You may read and speak all languages, and converse with all creatures, as though affected by a tongues or speak with animals spell.
    • Perfect Parry— As an immediate action, you may attempt to parry an oncoming attack, be it melee, ranged, or a ranged touch attack, made against you or an adjacent ally. Make an opposed attack roll; if you succeed, you deflect the attack. If you fail, you are considered flat-footed against the attack. You may add your shield bonus to this roll. At 10th level, you are no longer considered flat-footed against an attack you failed to parry, and may use this maneuver a number of times per round equal to your key ability modifier.
    • Perfect Sight— You gain the ability to see perfectly in any sort of darkness, magical or otherwise. In addition, you gain a bonus to Spot checks equal to your legend level. At 10th level, you gain blindsight out to a distance of 10 feet per point of your key ability modifier.
    • Powerful Build-- You gain the Powerful Build ability, counting as 1 size category larger whenever it would be beneficial (except for reach). At 10th level, you count as two size categories larger. This enables you to take feats with prerequisites such as "large. "
    • Rage— As an immediate action, you may drive yourself into a rage. You take a -2 penalty to AC, but gain a morale bonus to Strength, Constitution, and Will saves equal to your key ability modifier for a number of rounds equal to 3+ your newly-modified Constitution bonus. During a rage, you 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 you 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. After a rage, you are fatigued for 1d4 minutes, and you cannot rage again until you recover from this fatigue. At 10th level, you are no longer fatigued after a rage. This ability counts as Rage for the purposes of prerequisites. At 10th level, it also counts as Greater Rage, and at 20th as Mighty Rage.
    • Read the Wind— Your ranged attack ignore all wind effects, including those of a wind wall spell, and the range increment is doubled. At 10th level, your ranged attacks also ignore cover and concealment.
    • Shatterstrike— As a standard action, strike an object weighing up to 100 pounds per legend level, either with a melee weapon or your bare hands or feet. The object must make a Fortitude save or be utterly destroyed, as though by a shatter spell. If the target is larger, you instead deal 1d6 damage per legend level on a failed Fortitude save. In addition, your Unstoppable Strike ignores hardness and damage reduction.
    • Warrior Scholar— You may make a special knowledge check with a bonus equal to your Legend level + your Intelligence modifier to see whether you knows some relevant information about local notable people, legendary items, noteworthy places, famous battles, military tactics, and so on. Beginning at 10th level, you may also gain the benefits of legend lore, as the spell, once per day.
    • Walker of the World— You are never hindered or harmed by natural terrain. This ability allows you to, among other things, move through dense undergrowth without being slowed, breathe underwater, and ignore extreme heat and cold as though affected by an endure elements spell. Extreme natural features, such as lava and lightning, can still damage you, however. At 10th level, you gain immunity to all sources of natural damage, including non-magical lava and lightning.



    Heroic Deeds
    Spoiler
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    • Army-Slaying Dance [Strike]—As a standard action, you may attack any number of foes, dividing up your Unstoppable Strike damage dice between them. You may move up to your full speed between each attack, but you must deal at least +1d6 damage to each foe.
    • Blinding Strike [Strike]- A target struck by your Unstoppable Strike must make a Fortitude save or be blinded for 1d4 rounds.
    • Boundless Endurance-- You gain DR/- equal to your Constitution modifier.
    • Crimson Waterfall [Strike]— A target struck by your Unstoppable Strike continues to bleed after being struck, taking 1d6 points of damage per 2 points of your Strength modifier per round, to a maximum of 5d6. A successful Fortitude save stops the bleeding for a round; a second successful save-- or magical healing that restores more than (legend level) hit points-- is necessary to stop the bleeding permanently. At 15th level, the target also takes 2 points of Constitution damage each round it bleeds.
    • Combat Versatility-- Choose a number of weapons (eg, "longswords" or "halberds,") equal to your key ability modifier. For each weapon so selected, you may select a number of fighter bonus feats equal to one-fourth your Legend level. Whenever you wield that weapon, you gain the benefit of those feats. You may not use bonus feats gained in this way to qualify for general feats or prestige classes. You may change the selected bonus feats for one weapon, or one selected weapon, with a full day of training. At 15th level, you may select weapon groups (eg, "swords" or "polearms") instead of individual weapons, and you may add your key ability modifier to any rolls made using that weapon, such as attack rolls, damage rolls, disarm attempts, and so on.
    • Endless Brawn— Your Strength and Constitution scores are considered twice their normal value when making Strength of Constitution checks and when calculating the bonuses to Strength and Constitution-based checks. In addition, you may multiply your carrying capacity by 10. At 15th level, your scores count as five times their normal value, and you may carry 25 times as much.
    • Hustle!—As a swift action, you may allow a number of allies equal to your key ability modifier to move up to their speed. This movement provokes attacks of opportunity. An ally may only be affected by this ability once per round. Beginning at 15th level, they no longer provoke attacks of opportunity for this movement, and you are no longer limited in how many allies you can effect.
    • Legendary Leap— As a move action, you may jump a distance up to your base land speed in any direction. You do not suffer a penalty for not taking a running start, and you may even jump straight up. In addition, when calculating falling damage, divide the distance fallen by one hundred. At 15th level, you may use this ability as a swift action.
    • Legendary Smith— You gain the Craft Magic Arms and Armor feat. Your caster level is treated as being equal to your Legend level, and you count as knowing any spell which might be a prerequisite. In addition, you gain a bonus on Craft checks equal to your Legend level, and crafting only takes you half as long as normal. At 15th level, you gain Forge Ring as a bonus feat, and crafting takes you only one-fourth the normal time.
    • Monster Juggler-- Make a melee touch attack against a foe. If you succeed, make a grapple attempt. If that succeeds, you may wield the grappled foe as a weapon on subsequent turns. To attack with a grappled foe, you must first win a grapple check against them, then make an attack roll at a -4 penalty. If successful, you inflict damage-- 2d6, +2d6 for every size category over medium, -1d6 for every size category under medium, to a minimum of 1 damage-- to both the target of the attack and the grappled target. Grappled foes are two-handed weapons. Grappled foes may attempt to escape from grapples normally. Alternately, you may throw the grappled foe, as a ranged weapon with a range increment of 10 feet.
    • Perfect Bowshot [Strike]-- When making a ranged Unstoppable strike, you may force your opponent to make a Reflex save, with a DC equal to your attack roll. If the save fails, the target is hit and takes full damage. If he succeeds, he is unharmed. Improved Evasion does not apply to this save. Beginning at 15th level, the target still takes half damage on a successful save. Evasion does not apply.
    • Perfect Lecture Technique— As a standard action, you may instruct an ally in how to perform a task he normally could not. Make an appropriate Knowledge check at a -5 penalty. Your ally may then make a single skill check as though he possessed ranks in the skill equal to the result of this check divided by two. This bonus lasts for one minute per point of your Intelligence modifier, or until it is discharged. You may use this ability on yourself, but you take a -8 penalty to the check. A character may only be affected by this ability once per hour. At 15th level, you no longer take penalties when using this ability.
    • Reactive Sprint-- When an adjacent enemy takes a five-foot step, you may immediately take a five-foot step of your own to remain adjacent to them. Beginning at 15th level, you may move your full land speed as an immediate action.
    • Sergeant's Shout— As a swift action, you can give an inspiring cry, granting all allies who can hear you temporary hit points equal to your Legend level times two. These temporary hit points last for a number of rounds equal to your key ability modifier. At 15th level, you also grant a number of bonus hit die equal to your key ability modifier.
    • Skill Over Size— When attempting a combat maneuver against a larger foe, you gain a +4 bonus to opposed Strength checks, grapple checks, and the like, effectively cancelling out one size category's worth of difference. At 10th level, this bonus improves to +8 against foes two size categories larger, effectively cancelling out two size categories' worth of difference. At 15th level, this bonus improves to be equal to your opponent's size bonus minus your own size bonus, effectively cancelling out all size differences.
    • Trollkiller Strike [Strike]-- The damage dealt by your Unstoppable Strike cannot be healed naturally, by fast healing or by regeneration, and is always treated as lethal. It can be healed magically, but doing so requires a Heal check with a DC equal to 15 + your legend level + your Strength modifier.
    • True Seeing— You gain the benefits of a see invisibility spell. In addition, you gain a bonus on saves and checks against illusions equal to one-half your Legend level. At 15th level, this ability improves to true seeing
    • Unstoppable Stride-- You are immune to any effect which would hinder your ability to move, such as dense undergrowth or a solid fog spell, as though you were under the effects of a freedom of movement spell, although you can still be grappled. In addition, you may walk on water and other liquids as though affected by a water walk spell, and on walls and ceilings as though affected by a spider climb spell. All of these effects are extraordinary.
    • Words of Friendship— As a full-round action, you may attempt to convince an opponent that you mean him no harm. They must make a Will save, with a +4 bonus if they is currently being attacked by you or your allies, and a +6 bonus if you have personally damaged them within the last hour. If they fail their save, for one hour per legend level you may add your legend level to all Bluff, Sense Motive and Diplomacy checks you make against them. At 15th level, you may target any number of foes who can see and hear you with this ability. This ability is both [mind affecting] and language-dependent.




    Legendary Deeds
    Spoiler
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    • Attack!—As a standard action, you may allow a number of allies equal to your key ability modifier to make a single attack at their highest base attack bonus. An ally may only be affected by this ability once every 1d4 rounds. Beginning at 20th level, they may make a full attack, and you are no longer limited in how many allies you can effect.
    • Aura of Perfect Terror-- As a free action, you may activate a Frightful Presence effect, with a range of 50 feet. Targets who fail a Will save are Shaken, and those who fail by 5 or more are Frightened. Targets with half as many hit die as you or less are instead Frightened on a failed save and Panicked if they fail by 5 or more.
    • Cloak of Legend— You gain spell resistance equal to 15+ your legend level. Unlike other types of spell resistance, you can always allow any spell you chooses to bypass your resistance. Beginning at 20th level, any spell defeated by this spell resistance rebounds on the caster, inflicting on them whatever effect it would have had on the Legend. The caster may make any appropriate saves to reduce the effects of his own spell.
    • Combat King— You no longer provoke attacks of opportunity. In addition, you may make a number of extra attacks of opportunity each round equal to one-fourth your Legend level. Beginning at 20th level, you may use your Unstoppable Strike to make attacks of opportunity.
    • Endless Storm of Steel— As a full-round action, you may make an attack at your highest base attack bonus. If it hits, you may make a second attack at a -2 penalty. If it hits, you may make a third attack at a -4 penalty. You may continue to make attacks at ever-increasing penalties until you either miss or the target is defeated. You may move between attacks, so long as your total movement does not exceed your normal movement between attacks. At 20th level, you may move up to your full speed between each attack.
    • Magekiller Strike [Strike]— A target capable of casting spells who is struck by your Unstoppable Strike must make a Fortitude save or lose a number of prepared spells (if a prepared caster) or spell slots (if a spontaneous caster) equal to one-half your Legend level.
    • Man Outside Fate— You cannot be detected by any divination spell.
    • Mythic Leap— As a full-round action, you may jump a number of miles equal to your Legend level. You move at a rate of one mile per round. In addition, you never take falling damage.
    • Pin to the World [Strike]-- After making an Unstoppable Strike, you may choose to leave your weapon embedded in the target. Until they can pull it out-- which requires a move action and a Strength check with a DC equal to your Legend level plus your Strength modifier plus any enhancement bonus possessed by the weapon-- they are affected as though by a dimension anchor spell. In addition, creatures which were already ethereal or incorporeal are rendered corporeal again until they remove the weapon.
    • Ring of Truth— You instantly recognize any lie spoken to you, although you don’t necessarily know what the truth is. At 20th level, any target who lies to you must make a Will save. If he fails, you know not only that he lied, but you also learn what the truth he was concealing was.
    • Soaring Raptor Shot—When making ranged attacks, the projectiles you fire may maneuver while in-flight to their target as though they had Clumsy maneuverability. The range increment is determined by the total distance is flies, not by the distance between you and the target. As a side effect, a Soaring Raptor shot ignores cover (except for total cover) and penalties for shooting into melee. At 20th level, their maneuverability improves to Good.
    • Sunder Spell— As a standard action, you may attempt to dispel an ongoing magical effect. You must touch or make a melee attack against the manifestation of the magic, or the target of the ongoing effect. This ability otherwise functions as a targeted Greater Dispel Magic spell, with a caster level equal to your Legend level. If you make an attack roll, you may also add your Strength modifier to your dispel check.



    Divine Deeds
    Spoiler
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    • A Thousand Hours— In one hour, you can complete a task that would take a thousand men a day to complete. You may not attempt any task that would require a skill check, except for Craft and Profession checks with a DC of 10 or less. Acceptable tasks cannot involve combat, but constructing a fortification, building the Pyramids, diverting a river, and similar tasks are within your capability.
    • Essence of Divinity-- As a full-round action, you may project an aura of sheer, perfect personal magnetism. Targets within one hundred feet of you with a number of hit die equal to or less than your key ability modifier must make a Will save or become instantly Friendly towards you. Those who fail by 5 or more instead become Fanatical, while those who fail by 10 or more become Dominated. Any action that would harm one or more of these people allows the anyone who can see it to make a new Will save to shake off the effects. Once affected, the attitude change fades at a rate of one step per day until it reaches the level it would be without this ability. A target who successfully saves against this ability cannot be affected by it again for 24 hours, and one who fails his save against it cannot be affected again by it for 1 week.
    • Killing Blow [Strike]— A target struck by your Unstoppable Strike must make a Fortitude save or be slain. A target who successfully saves against this ability cannot be affected by it again for 24 hours.
    • Knowledge of a Thousand Wars-- You permanently gain the bonuses of the foresight spell. In addition, you may gain the benefits of divination (as the spell) as a swift action. If you do so, you may not use the ability again for 2d4 hours.
    • Planar Sundering-- As a full-round action, you may tear open a portal between two planes of existence. This portal cannot be targeted precisely, and remains open for a number of rounds equal to your key ability modifier.
    • Strike of Perfect Annihilation-- A target slain by your Unstoppable Strike is utterly annihilated. His body and soul are both destroyed, preventing any attempt at resurrection or contact.
    • Voice of Utter Conviction-- If you speak to a target whose attitude towards you is already neutral or better for a minute or more, you may choose to force them to roll a Will save. If they fail, they are affect as though by a dominate person spell with a caster level equal to your legend level, although you do not form a mental link with them. Each hour that the target remains under the effects of this ability that is not spent in your company, they may roll a new Will save, with a +2 bonus for each hour since they were last in your company. This is an extraordinary ability.



    Endless Deeds
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    • Armor of Legend-- You gain immunity to all hostile spells and spell-like abilities, and their manifestations. Blasts of force bounce off your chest, the attacks of summoned monsters pass through you like so many ghosts, and conjured walls of ice offer less of a barrier than a breath of fog. If you have the Cloak of Legend Deed, all magical effects targeted against you are reflected back at their caster.
    • Moment of Perfection— You take a deep breath, gathering the strands of your power, and, with a single effort of will, shatter the bounds of time. As a standard action, you may stop time for a number of rounds equal to one-half your key ability modifier (minimum 1). During these rounds, you may not use any Deeds, but may otherwise act normally. You may interact with the other creatures, but you may only target any given creature once per time stop. All results of your actions take effect instantly when the time stop ends.

      The first time this ability is used, it functions normally. The second time, the duration is halved, and you take 2d4 points of damage to your key ability at the end of the time stop. The third time, the duration is halved again, and you take 3d4 points of ability damage, and so on. If the duration would ever drop to 0 rounds, you may still stop time for one round, but take twice as much ability damage.

      Every hour, the count of times you are considered to have used this ability is reduced by one. So, for example, if you'd used the ability twice, after one hour you'd be considered to have only used it once, and hence the next time you use it you would only suffer from a halved duration and 2d4 ability damage.
    • Summon Army— The people know you, and they answer your call. By taking ten minutes to give a rousing speech, you may transform any Helpful NPC with fewer hit die than your key ability modifier into a Warrior of a level equal to your key ability modifier. They possess hit die, feats, and skills as normal for a Warrior of their level, but no equipment. They remain in this state until slain or dismissed. If your key ability modifier is changed after they are transformed, it has no retroactive effect.

    Last edited by Grod_The_Giant; 2013-12-12 at 07:51 PM.

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    Mind over Metal is an ability I just made for my fighter, only under a different name. Even the scaling is only a level off.
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    Quote Originally Posted by Zelkon View Post
    Mind over Metal is an ability I just made for my fighter, only under a different name. Even the scaling is only a level off.
    Great minds think alike?

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    I found [Insert fighter based hero such as Commander Shepard from a game here].

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    Default Re: The Legend Returns

    Loved this class the first time, looking forward to seeing it again.
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    Overall, I really like this. But it does have a few issues IMHO;


    1) No bonus to saves from an ability? At low levels that might be an issue. Take for example a CR 7 encounter. His Will save is probably going to be +5 base, +3 feat/item, +1 wisdom for a total of +9. But when a succubus, nymph or 8th lvl sorceress hit you with DC 22-25 save-or-lose effects, won't he be losing really fast? And against a girl, no less.

    2) Automatically succeeding vs mind-affecting isn't that great a benefit because a) there are mind-affecting effects that don't allow saving throws and b) mind-affecting aren't the most dangerous abilities targeting will. Slow, Bestow Curse or similar, Repulsion, Stun that isn't mind-affecting, Imprisonment, Disjunction can really ruin his day.

    3) His Eternal Call of Battle doesn't work as intended. Once he's unconscious, it's fairly easy to remove his worn stat-boosting items, making the strength check far easier. It is also easy to destroy his weapon rather than remove it.

    4) How does Knowledge of a Thousand Wars work flavor-wise? How would knowledge allow him to Scry a distant location or person? How would it allow him to get a Vision effect or Contact Other Plane effect working? How about Arcane Sight or True Seeing?


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    Default Re: The Legend Returns

    Although I'm sure Endless Deeds are meant to be awesomely powerful...unless I'm missing something, Moment of Perfection seems to go beyond "awesomely powerful" and hit "instant win pretty much no matter what". Even without Deeds, you're not likely to find an even vaguely level-appropriate opponent capable of withstanding 5-6 full attacks while functionally paralyzed (or, more likely, 5-6 coup de grace attempts).

    That's the only thing that stuck out to me though.
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    Default Re: The Legend Returns

    Quote Originally Posted by Grod_The_Giant View Post
    You’ve Probably Heard of Me (Ex): No matter how far a Legend wanders, he finds his story has spread father still.
    Noticed that typo.
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    I Actually like this, sure it isn't as world shattering as magic, but that is the point now isn't it?

    Not liking the Unstoppable Strike, which doesn't address to the problem of the Fighter (more damage is not the way to go), and the Deeds makes it so that the class is a Warlock with Ex (but this is the intent correct?). I'd make Unstoppable strike more flexible so that it can provide a bonus to saves, a skill check under their aspect, or their AC in addition to it's currently ability. Something that actually makes the Fighter, better at fighting instead of just being better at hitting things with a stick (which isn't necessarily good fighting).

    As for Deeds? WELL I like the ones I've read so far over on the previous version of this class

    Also the weapons clause for the Bonus feat (class feature) is rather silly. Why not just implement it, into the Weapon Proficiencies or make it, it's own class feature all together? I might be of the wrong mind here, but gaining a Bonus feat is NOT a class feature.

    I like that I can now portray Epic super soldiers and Non-Magical Badasses with this class, but there are just small things that bother me...
    Last edited by Arcanist; 2013-03-18 at 05:52 AM.
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    Quote Originally Posted by Belial_the_Leveler View Post
    1) No bonus to saves from an ability? At low levels that might be an issue. Take for example a CR 7 encounter. His Will save is probably going to be +5 base, +3 feat/item, +1 wisdom for a total of +9. But when a succubus, nymph or 8th lvl sorceress hit you with DC 22-25 save-or-lose effects, won't he be losing really fast? And against a girl, no less.
    What, all good saves isn't enough?

    2) Automatically succeeding vs mind-affecting isn't that great a benefit because a) there are mind-affecting effects that don't allow saving throws and b) mind-affecting aren't the most dangerous abilities targeting will. Slow, Bestow Curse or similar, Repulsion, Stun that isn't mind-affecting, Imprisonment, Disjunction can really ruin his day.
    One of his Deeds will grant spell resistance, but I refuse to grant immunity to everything. That way lies brokenness, silliness, and DMs refusing to allow players to use my 'brew.

    3) His Eternal Call of Battle doesn't work as intended. Once he's unconscious, it's fairly easy to remove his worn stat-boosting items, making the strength check far easier. It is also easy to destroy his weapon rather than remove it.
    Good luck getting his gear off in the middle of a battle... but I suppose I can add some stuff to make it harder.

    4) How does Knowledge of a Thousand Wars work flavor-wise? How would knowledge allow him to Scry a distant location or person? How would it allow him to get a Vision effect or Contact Other Plane effect working? How about Arcane Sight or True Seeing?
    How does... oh. I mean divination the spell, not divination as in "any spell of the divination school." I'll fix the wording.

    Quote Originally Posted by Quellian-dyrae View Post
    Although I'm sure Endless Deeds are meant to be awesomely powerful...unless I'm missing something, Moment of Perfection seems to go beyond "awesomely powerful" and hit "instant win pretty much no matter what". Even without Deeds, you're not likely to find an even vaguely level-appropriate opponent capable of withstanding 5-6 full attacks while functionally paralyzed (or, more likely, 5-6 coup de grace attempts).

    That's the only thing that stuck out to me though.
    Good point. What if I limit how much you can affect any one target while time is stopped?

    Quote Originally Posted by Arcanist View Post
    Noticed that typo.
    Whoops.

    Not liking the Unstoppable Strike, which doesn't address to the problem of the Fighter (more damage is not the way to go), and the Deeds makes it so that the class is a Warlock with Ex (but this is the intent correct?). I'd make Unstoppable strike more flexible so that it can provide a bonus to saves, a skill check under their aspect, or their AC in addition to it's currently ability. Something that actually makes the Fighter, better at fighting instead of just being better at hitting things with a stick (which isn't necessarily good fighting).
    Something like a Talent Pool? I do like that kind of idea, as you can see, but there will be plenty of Deeds that help with out-of-combat stuff, don't worry.

    As for Deeds? WELL I like the ones I've read so far over on the previous version of this class
    Thanks. I intend to update all the ones I had before.

    Also the weapons clause for the Bonus feat (class feature) is rather silly. Why not just implement it, into the Weapon Proficiencies or make it, it's own class feature all together? I might be of the wrong mind here, but gaining a Bonus feat is NOT a class feature.
    It's the Warblade's Weapon Aptitude ability, just rolled into the bonus feat feature. Bonus feats are hardly a major part of the class, but most characters tend to need more of them then they get. Don't forget that none of the levels are dead, as you get a new Deed each level.

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    Default Re: The Legend Returns

    What, all good saves isn't enough?
    Not against save-or-lose, no. Before big stat-boosting items (i.e. in low levels), a save-or-lose caster makes you fail your saves 45% of the time against your best ability score modifier because spell DC formula minus saving throw progression formula gives;
    10+spell level+best caster ability mod +spell focus -2 -1/2 Legend level -best Legend ability mod = 10.
    So 45% chance (more or less) to fail a fortitude save if your constitution is equal to the caster's charisma, which is not always the case. Now, guess what happens if your weakest ability score (wisdom) compares to the caster's best ability score instead?
    At higher levels the problem is less evident because you get a resistance bonus to saves via items... until the wizard uses a quickened Dispel to negate that bonus (the caster level of items is usually lower than class level) followed by the save-or-lose.

    One of his Deeds will grant spell resistance, but I refuse to grant immunity to everything. That way lies brokenness, silliness, and DMs refusing to allow players to use my 'brew.
    Flat immunities can do that, yeah. However if you gave them some way to boost their saves or shrug off the effect limited times per day instead? Sort of how the ToB classes have Iron Heart Surge.


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    Default Re: The Legend Returns

    OK, posted a bunch of Mortal Deeds-- include key ability modifier to saves.

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    Default Re: The Legend Returns

    Quote Originally Posted by Grod_The_Giant View Post
    Something like a Talent Pool? I do like that kind of idea, as you can see, but there will be plenty of Deeds that help with out-of-combat stuff, don't worry.
    Excellent, because that is one of the most notable reasons why the Fighter is stuck in that Tier 5 position. It can't even do what it's supposed to do (Fight really good), but I think this fix actually nails that pretty well and the Talent pool makes it so that the Fighter isn't just STUCK with being a really able beat stick.

    It's the Warblade's Weapon Aptitude ability, just rolled into the bonus feat feature. Bonus feats are hardly a major part of the class, but most characters tend to need more of them then they get. Don't forget that none of the levels are dead, as you get a new Deed each level.
    I'm aware there are no dead levels and that bonus feats don't play to much of a role here, but it's the principle of the matter! Idk... I just think that you should consider bonus feats a class feature. Also you didn't make note of Legendary Immunity and Vitality
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    Quote Originally Posted by Arcanist View Post
    Excellent, because that is one of the most notable reasons why the Fighter is stuck in that Tier 5 position. It can't even do what it's supposed to do (Fight really good), but I think this fix actually nails that pretty well and the Talent pool makes it so that the Fighter isn't just STUCK with being a really able beat stick.
    I'm glad you like... those old ones? But this isn't so much a fighter fix as a legendary/mythic hero class.

    I'm aware there are no dead levels and that bonus feats don't play to much of a role here, but it's the principle of the matter! Idk... I just think that you should consider bonus feats a class feature. Also you didn't make note of Legendary Immunity and Vitality
    Whoops. But I'm not sure what you mean about considering/not considering bonus feats a class feature.

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    Default Re: The Legend Returns

    Quote Originally Posted by Grod_The_Giant View Post
    I'm glad you like... those old ones? But this isn't so much a fighter fix as a legendary/mythic hero class.
    Anything that makes the Melee fighter able to function outside of combat is fine by me. Fighter fix or not, this is better then the Fighter

    The reason I believed that this was a Fighter fix was because the previous threads were titled as such.

    Whoops. But I'm not sure what you mean about considering/not considering bonus feats a class feature.
    As in you actually consider it a class feature in the sense that you make it do more then what it should do which is grant a bonus feat.
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    Default Re: The Legend Returns

    Hey, friends. I heard you like classes with enough options to be actually playable, so I posted (checks) 38 new Deeds for you.

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    Default Re: The Legend Returns

    * Proceeds to stat up Shepered*

    Great work. I plan on using this later.
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    Quote Originally Posted by Erik Vale View Post
    * Proceeds to stat up Shepered*

    Great work. I plan on using this later.
    Heh, I'd like to see that. I guess you'd be a leader-- really should give those more epic names-- and take all the charm Deeds?

    I'd love to get feedback on the balance of those things, incidentally. As well as suggestions for more high-level "just that good" abilities.

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    Quote Originally Posted by Arcanist View Post
    The reason I believed that this was a Fighter fix was because the previous threads were titled as such.
    Not to mention, the Proficiencies section still says "A Fighter is proficient ..."
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    Default Re: The Legend Returns: A Mythic Fighter for Manly Men (and Women. And Others.)

    -My Mind is My Own probably should note that he is still able to intentionally fail the check if he so wishes.

    -He's closer to being able to adventure with wizards at high levels than most martial classes are, but I don't think he's there yet. In particular, he doesn't have any way to resist "no save, just lose" spells until level 19, and even then he can only resist some of them.

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    Quote Originally Posted by Draz74 View Post
    Not to mention, the Proficiencies section still says "A Fighter is proficient ..."
    I noticed that... ... No I didn't
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    Default Re: The Legend Returns: A Mythic Fighter for Manly Men (and Women. And Others.)

    Quote Originally Posted by Arcanist View Post
    Quote Originally Posted by Draz74 View Post
    Not to mention, the Proficiencies section still says "A Fighter is proficient ..."
    I noticed that... ... No I didn't
    Yeah, me too. <shifty eyes>

    Quote Originally Posted by Yitzi View Post
    -My Mind is My Own probably should note that he is still able to intentionally fail the check if he so wishes.

    -He's closer to being able to adventure with wizards at high levels than most martial classes are, but I don't think he's there yet. In particular, he doesn't have any way to resist "no save, just lose" spells until level 19, and even then he can only resist some of them.
    -Agreed
    -Besides battlefield control stuff, what are you thinking of, and do you have any suggestions? Ranged attacks he can parry from level 1; he can get pretty hefty SR at 11; and at 10th level he can reroll saves against save-or-dies.

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    Default Re: The Legend Returns: A Mythic Fighter for Manly Men (and Women. And Others.)

    Quote Originally Posted by Grod_The_Giant View Post
    -Besides battlefield control stuff, what are you thinking of, and do you have any suggestions?
    Battlefield Control is a big one, but so are things like Power Word and Irresistible Dance. (Yes, SR, but that's only one of numerous options and doesn't work well with everything else he has.) Simply allowing him to make a Will save against such things would be a big help.
    Last edited by Yitzi; 2013-03-20 at 12:09 PM.

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    Default Re: The Legend Returns: A Mythic Fighter for Manly Men (and Women. And Others.)

    Quote Originally Posted by Yitzi View Post
    Battlefield Control is a big one, but so are things like Power Word and Irresistible Dance. (Yes, SR, but that's only one of numerous options and doesn't work well with everything else he has.) Simply allowing him to make a Will save against such things would be a big help.
    OK, I added something to give him a save against no-save effects, although I'm not sure I like it-- it fits thematically, but it's mechanically quite awkward.

    I'm not so concerned about BFC, as I think he gets enough tricks to deal with that-- increased movement speed, blindsight, shatter, massive bonuses to Strength checks, super-jumping, reactive movement, freedom of movement, and dispel magic should be enough to deal with most problems.

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    Default Re: The Legend Returns: A Mythic Fighter for Manly Men (and Women. And Others.)

    had to comment on this work of art. i think it is fantastic and exactly what i have been looking for in a martial class.

    i am getting ready to start a 3.5 gladiator-esk campaign in the next week or so and i am going to pitch this class to my DM, i am sure he wont have a problem with it since wizards druids and clerics are all going to be allowed.

    so all in all thanks for the great class, i look forward to seeing more of your work and cant wait to play "The Legend"
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    Default Re: The Legend Returns

    Quote Originally Posted by Grod_The_Giant View Post
    Moment of Perfection— You take a deep breath, gathering the strands of your power, and, with a single effort of will, shatter the bounds of time. As a standard action, you may stop time for a number of rounds equal to one-half your key ability modifier (minimum 1). During these rounds, you may not use any Deeds, but may otherwise act normally. You may interact with the other creatures, but you may only target any given creature once per time stop. All results of your actions take effect instantly when the time stop ends.

    The first time this ability is used, it functions normally. The second time, the duration is halved, and you take 2d4 points of damage to your key ability modifier at the end of the time stop. The third time, the duration is halved again, and you take 3d4 points of ability damage, and so on. If the duration would ever drop to 0 rounds, you may still stop time for one round, but take twice as much ability damage.

    One use is removed per hour.
    This ability has some wording issues... One, how do you take damage to an ability modifier?
    Two, uses can't be "removed." Perhaps you could give the ability "stages," and each use deals its damage after use, then progresses you to the next stage, and the stage is reduced by one each hour.


    Also, it seems to me that the bit about learning new proficiencies is a bit overpowered unrealistic, even for D&D.
    Besides being able to grant every exotic weapon/armor/shield proficiency feat for free, it lets you do it by spending a half hour every day for a month training with each one, and be able to use them all perfectly afterwards.
    This might be a bit better if it took longer (maybe 24 hours), had a minimum amount of training per day, and had a certain time period that would reset the training if it wasn't completed (like if you train for three hours then wait a month, you have to start training over).

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  27. - Top - End - #27
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    Default Re: The Legend Returns

    Quote Originally Posted by Zweisteine View Post
    This ability has some wording issues... One, how do you take damage to an ability modifier?
    Two, uses can't be "removed." Perhaps you could give the ability "stages," and each use deals its damage after use, then progresses you to the next stage, and the stage is reduced by one each hour.
    Whoops; and yeah, there probably is a better way of wording that. I'll try again.

    Also, it seems to me that the bit about learning new proficiencies is a bit overpowered unrealistic, even for D&D.
    Besides being able to grant every exotic weapon/armor/shield proficiency feat for free, it lets you do it by spending a half hour every day for a month training with each one, and be able to use them all perfectly afterwards.
    This might be a bit better if it took longer (maybe 24 hours), had a minimum amount of training per day, and had a certain time period that would reset the training if it wasn't completed (like if you train for three hours then wait a month, you have to start training over).
    This is also a class which can parry laser beams and jump half a dozen miles in a single bound. Realism ain't hardly a concern here, only balance. And, well... the amount of exotic weapons that are worth anything is pretty dang low.

    Thanks for the feedback, though, and don't worry; you didn't do anything wrong.
    Last edited by Grod_The_Giant; 2013-03-20 at 06:31 PM.

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    Default Re: The Legend Returns: A Mythic Fighter for Manly Men (and Women. And Others.)

    I absolutely love this class. It's just so versatile, powerful, and just...awesome. this class finally let me make a character I had been really wanting to make, but nothing seemed to work. Awesome job.

    On another note, I feel like there should be a way to get evasion. It just seems like it would help add to the incredible versatility of the class.
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    Default Re: The Legend Returns: A Mythic Fighter for Manly Men (and Women. And Others.)

    Quote Originally Posted by Erberor View Post
    I absolutely love this class. It's just so versatile, powerful, and just...awesome. this class finally let me make a character I had been really wanting to make, but nothing seemed to work. Awesome job.

    On another note, I feel like there should be a way to get evasion. It just seems like it would help add to the incredible versatility of the class.
    You could probably swap Mettle out for Evasion (and Improved Evasion at, oh, 12th) if you wanted.

    If you want a really rogue-y Legend, drop the HD to a d8 and the BAB to medium, boost skills to 6 or 8+Int, change the list of class skills to (all), and swap Unstoppable Strike for Sneak Attack.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

  30. - Top - End - #30
    Barbarian in the Playground
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    Default Re: The Legend Returns: A Mythic Fighter for Manly Men (and Women. And Others.)

    The title, I must admit, is rather flattering. Thank you.

    As for the class itself. The level of power it has is something like if you were to have gestalted a Warblade and a Swordsage together, and still kept it from getting overpowered. Even if it's only a third-tier class, it's still one that comes across to me as being at home with a party of second- to third-tier classes. Basically, if it's something that the party's dedicated spellcaster or manifester might not be able to deal with, he sure as Hell will.

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