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  1. - Top - End - #31
    Firbolg in the Playground
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    Default Re: WoW Warrior as a more flexible Fighter?

    Okay so first draft time. Haven't finished converting all of the abilities yet (going down the list I put in the OP I finished up through "Anti-Caster Abilities". Right now there's a little under 20 techniques, and 8 or 9 abilities listed, but I've still got a lot of stuff still to include. Right now the abilities are basically in the order of the ability list in the OP. I'll alphabetize them and make a little table when it's all done.

    I do think some extra information in the Techniques/Abilities could be useful (ie a little note/column for target, weapon restrictions, saves, etc, a la spells), but what I have now will suffice for the moment.

    Almost all of the numbers with regards to stamina amount and resource cost are 100% pulled out of my rear end, with only a vague idea towards balance at the moment. This pass was all about trying to get as much down into one place as I could in one sitting, with worrying about refining to be left for later.

    Also worth noting, professions have no information yet simply because I didn't get that far.


    The Warrior

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    The Warrior is no NPC class. Warriors come from every walk of life and every culture. They are defined by their martial prowess and skill in battle. The Warrior is a master of the martial arts, and an artisan of the battlefield. They stand head and shoulders above their foes, taking advantage of an exceptional level of mobility and control to shape the battlefield to their desires.

    Warriors primarily focus on melee combat. They are adept at throwing their weapons, and can use most ranged weapons, but their abilities are almost all focused towards melee combat, which is both their strength and their passion.

    Hit Die: d12
    Alignment: Any
    Skill Points: 4+int mod per level, x4 at first level.
    Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (History), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str)

    Table: The Warrior
    Level Base Attack Bonus Fort Ref Will Special Techniques Stamina
    1 +1 +2 +0 +0 Intercept, Rage, Stamina Ability, Profession 3 3
    2 +2 +3 +0 +0 - 4 4
    3 +3 +3 +1 +1 - 5 5
    4 +4 +4 +1 +1 Stamina Ability 6 7
    5 +5 +4 +1 +1 Warbringer 7 9
    6 +6/+1 +5 +2 +2 Second Profession 8 12
    7 +7/+2 +5 +2 +2 Stamina Ability 9 15
    8 +8/+3 +6 +2 +2 Armor Specialization 10 19
    9 +9/+4 +6 +3 +3 Intervene 11 23
    10 +10/+5 +7 +3 +3 Stamina Ability 12 28
    11 +11/+6/+1 +7 +3 +3 - 13 33
    12 +12/+7/+2 +8 +4 +4 - 14 39
    13 +13/+8/+3 +8 +4 +4 Heroic Leap, Stamina Ability 15 45
    14 +14/+9/+4 +9 +4 +4 - 16 52
    15 +15/+10/+5 +9 +5 +5 - 17 59
    16 +16/+11/+6/+1 +10 +5 +5 Stamina Ability 18 67
    17 +17/+12/+7/+2 +10 +5 +5 - 19 75
    18 +18/+13/+8/+3 +11 +6 +6 - 20 84
    19 +19/+14/+9/+4 +11 +6 +6 Stamina Ability 21 93
    20 +20/+15/+10/+5 +12 +6 +6 - 22 103

    Class Features
    All of the following are class features of the Warrior

    Weapon and Armor proficiency
    A Warrior is proficient with all simple and martial weapons, and with all armor (heavy, medium, and light) and shields (including tower shields).

    Rage (Ex)
    Warriors use Rage to fuel a number of their abilities. Rage starts at 0 at the beginning of a combat situation. Any time the Warrior hits a target, they gain 10 rage; if the Warrior misses the attack, they only gain 5 rage instead. The Warrior additionally gains 5 rage any time he takes at least one point of damage. Some abilities may also generate rage. A Warrior may not have more than 100 rage.

    Warrior Techniques
    Warriors gain a number of techniques as they grow in level, as indicated on the table. A Warrior starts with 3 techniques at level 1. Most of these techniques are abilities that may be used frequently, and most either generate or consume rage when used. Some techniques, rather than providing an entirely new ability, may modify other already known techniques. The description of these techniques, and what each does, may be found below.

    Intercept(Ex)
    A First level Warrior starts play with the Intercept ability. This allows the character to, as a move action, move up to twice his move speed without provoking any attacks of opportunity, as long as he ends his movement adjacent to an opponent. Using Intercept generates 20 points of rage. This ability may not be used on two consecutive turns.

    Stamina Ability
    Even the most stalwart Warrior has his limits. Certain abilities push the Warrior's capability to its limits, and have a limited amount of daily use. These abilities use Stamina. The amount of Stamina a Warrior has each day is shown on the class table. Stamina Abilities each have a cost that is subtracted from the Warrior's stamina when used. Additionally, a given Stamina ability may only be used once per encounter (though the Warrior may use the same stamina ability multiple times in different encounters, or multiple different stamina abilities in the same encounter). For this purpose, any time in which the Warrior has not attacked an enemy or been attacked by an enemy for 5 minutes counts as an encounter having ended.

    The Warrior begins play with a single stamina ability. Every 3 levels after first (4th, 7th, etc) the Warrior gains access to one additional stamina ability. You can see a list of the various Stamina abilities, and their costs, below.

    Profession
    The Warrior, in addition to his combat prowess, maintains useful out of combat skills, represented as a profession. A profession represents a group of skills and capabilities that the Warrior has trained and has access to. The Warrior starts play with one profession, and gains access to a second profession at level 6.

    Designer Note
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    For the purposes of this project, I am supplying only two sample professions. However, these may be swapped out for any other profession that the DM deems appropriate. The two included professions (detailed below) are Blacksmithing and Engineering. Other professions that could be considered appropriate might include General/Noble/Leader, Hunter/Tracker/Survivalist, Beast Tamer/Trainer, Dungeoneer/Architect/Siege Expert, and so on. The profession should primarily provide things that the Warrior can do out of combat, with a focus on providing useful utility to a group, even at high levels. The professions can (and probably should) be able to provide a minor boost to combat capability, but nothing that overshadows or replaces the core capabilities of the class.


    Warbringer (Ex)
    Your Intercept ability may now be used as a swift action. When used as a Move action, you can move three times your movement speed, and you may make a trip attempt against the opponent as a free action. You may now use Intercept once per round, rather than once every other round.

    Armor Specialization(Ex)
    Your Armor acts as a second skin to you. You can ignore 1 point of ACP per 2 Warrior levels you possess, and ignore any movement penalties that your armor would normally incur.

    Intervene(Ex)
    As an immediate action, you can move up to twice your movement speed to move adjacent to an ally. If you use this ability as a reaction to that ally being attacked, you become the target of that attack.

    Heroic Leap (Ex)
    You can spend 20 rage to enhance a jump check you make. You are treated as running even if you are at a stand still. You gain a competence bonus to the check equal to twice your Warrior level, and you can multiple the result of your roll by x4 for either the height or distance, you choose which at the time you use this ability. You may use this ability to jump as a swift action, but you do not get the competence bonus to the roll, and only gain a x2 multiplier to the roll. In either case, when you land, you deal 1d6+str mod damage per 3 levels to all creatures within a 20ft radius of you.





    Notes
    Nonstandard Action Types
    Attack: An Attack Action is an attack that may be used in place of a normal attack during a full attack routine.
    Strike: A Strike action is a standard action that deals 1[W] additional damage for every 5 points of BAB the Warrior possesses. For example, a level 20 Warrior using a Greatsword for a Strike would deal 10d6+mods rather than 2d6+mods.

    These have been codified to avoid having to write out a very similar 1-2 lines on many powers.

    Saving Throws: All saving throws caused by a Technique or Stamina Ability are DC10+1/2 Warrior Level+Strength Modifier.


    Warrior Techniques
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    Heroic Strike
    Action: Free
    Prerequisite: None
    Rage: 30
    Benefit: You can use this ability as a free action to add 1[W] damage to any weapon based attack.

    Safeguard
    Action: Swift
    Prerequisites: None
    Rage: Costs 10
    Benefit: Using this ability immediately ends the effects of any immobilize or slow effect currently affecting you.

    Commanding Shout
    Action: Standard
    Prerequisites: None
    Rage: Gain 20
    Benefit: You and all allies gain a +4 morale bonus to constitution for 5 minutes.


    Battle Shout
    Action: Standard
    Prerequisites: None
    Rage: Gain 20
    Benefit: You and all allies gain a morale bonus to hit and damage equal to 1/4th your Warrior level (round up) for 5 minutes.


    Demoralizing Shout
    Action: Swift
    Prerequisite: None
    Rage: Costs 10
    Benefit: You apply a penalty to all enemy attack and damage rolls equal to 1/4th your Warrior level (round up) for 5 minutes.


    Hit the Ground Running
    Action: Special
    Prerequisite: Heroic Leap
    Rage: n/a
    Benefit: When you use Heroic Leap, you gain a +30ft morale bonus to your base movement speed until the end of your next round.


    Sunder Armor
    Action: Attack
    Prerquisite: None
    Rage: Costs 10
    Benefit: When you hit a target, you may give up the damage you would normally deal to instead reduce their AC by 2 points, to a maximum of their armor value. This ability may be used multiple times against the same opponent, its effects stack.

    Shield Other
    Action: Swift
    Prerequisite: None
    Rage: Costs 20
    Benefit: Select one ally you can see. Until the end of your next turn, any damage that ally takes is reduced by 50%. You take the other half of this damage.

    Mortal Strike
    Action: Strike
    Prerequisite: None
    Rage: Costs 10
    Benefit: You make a strike that mauls the target. Until the end of the encounter, the target has any healing received reduced by twice your Warrior level, and takes your strength modifier in damage at the start of their turn (The target or an adjacent ally may use a full round action to make a heal check DC20 to end this effect).


    Storm Bolt
    Action: Strike
    Prerequisite: None
    Rage: Costs 30
    Benefit: You throw a weapon at the target. If it hits, the target must make a Fort Save, or be stunned for 1 round. If the target is immune to Stuns, this attack has it's damage tripled.


    Taunt
    Action: Swift
    Prerequisite: None
    Rage: None
    Benefit: Select one enemy that can see or hear you. This enemy is affected by a Compulsion to treat the Warrior as the greatest threat on the field until the end of the encounter. This means the target will make every effort to take down the Warrior quickly, focusing attacks primarily on him. The enemy may make a Will Save to ignore this effect and act normally, however even if they succeed, any actions taken have a -4 penalty.

    Mocking Blow
    Action: Attack
    Prerequisite: Taunt
    Rage: Costs 15
    Benefit: When you attack an enemy with Mocking Blow, you deal your normal attack damage, but treat the enemy as though they have been affected by Taunt.

    Challenging Shout
    Action: Swift
    Prerequisite: Taunt
    Rage: Costs 10
    Benefit: You taunt all enemies within 30ft of you.

    Vigilance
    Action: n/a
    Prerequisite: Mocking Blow
    Rage: n/a
    Benefit: All enemies you attack are automatically affected by your taunt ability.

    Hamstring
    Action: Attack
    Prerequisite: None
    Rage: Costs 10
    Benefit: You deal only strength modifier in damage with your attack, but the target has its movement speed reduced by 15ft.


    Pummel
    Action: Immediate
    Prerequisite: None
    Rage: Costs 10
    Benefit: You can use this ability when an enemy adjacent to you attempts to cast defensively. You disrupt the cast, causing the spell to fail. The caster is unable to cast another spell of the same school as the spell that was interrupted until the end of his next turn.


    Heroic Throw
    Action: Strike
    Prerequisite: None
    Rage: Costs 20
    Benefit: You throw a weapon at a creature within 60ft. If it hits, the target must make a Will Save or be unable to cast any spells until the end of your next turn.

    Spell Reflect
    Action: Immediate
    Prerequisite: None
    Rage: Costs 20
    Benefit: When a caster targets you with a spell, you may use this ability. You make an attack roll against an AC equal to 10+the spell's level+the caster's casting mod, if you hit, you the spell has no effect against you, and the spell is reflected back to the caster. The caster is affected by the spell as though he were the original target.


    Shield Slam
    Action: Standard
    Rage: Costs 20
    Benefit: This ability may only be used while wearing a shield. You bash the target with your shield, dealing 1d12 points of damage for every 3 Warrior levels you possess. The target of your Shield Slam ability is treated as though hit by a Targeted Dispel Magic (treat your Warrior level as your caster level for this)



    Stamina Abilities
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    Rallying Cry
    Action: Swift
    Prerequisites: Commanding Shout
    Stamina Cost: 2
    Benefit: The benefit of Commanding Shout is doubled until the end of your next turn.

    War Cry
    Action: Swift
    Prerequisites: Battle Shout
    Stamina Cost: 3
    Benefit: Increase the critical strike multiplier of you and all of your allies by 1 until the end of your next turn.

    Intimidating Shout
    Action: Swift
    Prerequisite: None
    Stamina Cost: 7
    Benefit: When you use this ability, all enemies within 30ft must make a Will Saving throw. Any enemy that fails this saving throw becomes panicked for 1d6 rounds, and remains shakened afterwards for the remainder of the encounter. A creature that succeeds on the saving throw is still shakened. Any enemy that can hear the Warrior but is outside the 30ft range must make a Will save (same DC) or become Shakened for 3 rounds.

    Shockwave
    Action: Standard
    Prerequisite: None
    Stamina Cost: 15
    Benefit: You create a shockwave in a 40ft cone in front of you, dealing 1d6 damage per warrior level plus strength modifier to all enemies in the cone, reflex save for half damage. Any enemy that fails their save is also stunned for one round.

    Dragon's Roar
    Action: Standard
    Prerequisite: None
    Stamina Cost: 7
    Benefit: You let out a deafening roar that deals Strength Mod damage per 2 warriors levels (so a level 8 Warrior with 20 strength would deal 20 points of damage) to all enemies within 10ft of you. All affected enemies make a Fort Save or be knocked back 10ft.

    Improved Disarm
    Action: Attack
    Prerequisite: None
    Stamina Cost: 7
    Benefit: You can make a disarm attempt without provoking an attack of opportunity that automatically succeeds. You may use this on a target with natural weapons, reducing their natural weapon damage to 1d3 (for a medium creature. Scale up or down for size as necessary) until the end of the encounter.

    Disrupting Shout
    Action: Standard or Immediate
    Prerequisite: None
    Stamina Cost: 7
    Benefit: You shout, disrupting the spellcasting of any enemy within 30ft of you until the end of your next turn.

    Mass Spell Reflect
    Action: Immediate
    Prerequisite: None
    Stamina Cost: 15
    Benefit: You can use this ability to use Spell Reflect even if the spell is not targetting you. If the reflected spell is an Area spell, it is treated as though centered on the caster of the spell.

    Shattering Throw
    Action: Strike
    Prerequisite: Heroic Throw
    Stamina Cost: 15
    Benefit: You throw a weapon with shattering force, dealing twice the normal damage you would deal with a Strike. This attack automatically dispels any Abjuration Spells on the target, and can be used to break Force effects such as Forcecage and Wall of Force. If used on a mundane barrier, this attack ignores Hardness and deals double its normal damage.



    Professions
    Blacksmithing
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    Surprise! Nothing here yet



    Engineering
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    Just kidding, nothing here either
    Last edited by Seerow; 2014-08-24 at 12:21 PM.
    If my text is blue, I'm being sarcastic.But you already knew that, right?


  2. - Top - End - #32
    Bugbear in the Playground
     
    Just to Browse's Avatar

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    Nov 2011

    Default Re: WoW Warrior as a more flexible Fighter?

    My immediate suspicion is that, without prerequisites on abilities, powers will not be level-appropriate and you'll have crappy ones that used to be awesome the higher-level you get and/or you'll have broken powers at lower levels.

    Shield Other is a little weird because there's little justification for how you defend the ally (I know, I know, it's a video game thing, but still it's weird). And Commanding Shout is like the awesomest thing in the world--I can see people banning the class outright just by looking at that, despite the fact that it's like 2*lvl HP and +2 Fort.

  3. - Top - End - #33
    Ogre in the Playground
    Join Date
    Jan 2012

    Default Re: WoW Warrior as a more flexible Fighter?

    I think the sheild other ability should be adjacent only. while the actual WoW ability does this. it just translates not so good in D&D, how cna you take half the damage of somebody that is 100 feet away and just hit by a polar ray for example.

    I like what you have so far. give me a couple of days to see what all my warriors have and add some abilities and imgaine how they would best be translated to table top land.

  4. - Top - End - #34
    Troll in the Playground
     
    gooddragon1's Avatar

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    Default Re: WoW Warrior as a more flexible Fighter?

    Quote Originally Posted by Seerow View Post
    Okay, I know it's basically blasphemy to mention WoW or any MMO as something to do with a tabletop game. After all, 4e got all sorts of criticisms for being too MMO-ish. But in my opinion, they were nothing close to an MMO, and a game that took a much closer look at what makes MMOs popular/interesting might have produced a better game.
    Firstly:
    I was one of the most fervent (if not trolling) detractors of 4e on the WotC forums when it was being released.

    Don't unspoiler if you don't like people who don't like 4e.
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    However:
    Taking ideas from any mmo or WoW or whatever is perfectly fine. It's when you base the WHOLE system around it and make every class use the same mechanics of at will/per encounter/per day that it becomes a problem. That mechanic would be fine for a seperate class or group of classes but not a whole system. The fact that it removed a lot of flexibility was the problem.
    Last edited by gooddragon1; 2013-06-01 at 08:49 PM.
    There is no emotion more useless in life than hate.

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