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    Titan in the Playground
     
    Lix Lorn's Avatar

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    Default The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Emblem Myrmidon
    ‘So as I pray: Unlimited Blade Works.’ – A powerful Swordmaster known as Archer.

    Background: A Myrmidon is a warrior who relies on speed and wits above all else. Wielding a blade, he cuts with speed and skill, tearing foes apart.
    Races: Elves are common on the path of the Myrmidon, as are Kobolds. Combative fey are also common adherents, while orcs and dwarves tend to scoff at the idea.
    Other Classes: Myrmidons are well paired with Fighters and Barbarians, who can defend them from enemy attack. They often have a rivalry with the Mercenary class, who approach the use of the sword in a very different way to their own.
    Role: A Myrmidon, while not particularly tough, is a frontline combatant, relying on wits and skill to slay his foes.
    Myrmidons in the World: Myrmidons are one of the most common classes to find on the path of the adventurer, their often-self-obsessed natures finding it difficult for them to accept authority. Those few that do are excellent soldiers.
    Inspiration: Fire Emblem.

    Alignment: Any.
    Hit Die: d8
    All Emblem classes have the same starting gold and age – their ranks vary wildly.
    Class Skills-The Myrmidon’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Move Silently (Dex), Search (Wis), Sense Motive (Wis) and Tumble (Dex).
    All Emblem classes have Spot (Wis), Listen (Wis), Craft (Dex), Knowledge (Int), Perform (Cha), Profession (Wis), Speak Language, Use Magic Device (Cha), and Use Rope (Dex) as class skills.
    Skill Points at 1st level: (4+ Int Modifier) x4
    Skill Points per Level: 4 + Int Modifier

    The Myrmidon and the Swordmaster
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +0
    +2
    +0
    Master of Evasion, Blade Talent
    2nd
    +2
    +0
    +3
    +0
    Blade Talent
    3rd
    +3
    +1
    +3
    +1
    Blade Talent
    4th
    +4
    +1
    +4
    +1
    Blade Talent
    5th
    +5
    +1
    +4
    +1
    Blade Talent
    6th
    +6/+1
    +2
    +5
    +2
    Blade Talent
    7th
    +7/+2
    +2
    +5
    +2
    Vantage, Blade Talent
    8th
    +8/+3
    +2
    +6
    +2
    Blade Talent
    9th
    +9/+4
    +3
    +6
    +3
    Blade Talent
    10th
    +10/+5
    +3
    +7
    +3
    Blade Talent
    P1st
    +11/+6/+1
    +3
    +7
    +3
    Astra, Greater Blade Talent
    2nd
    +12/+7/+2
    +4
    +8
    +4
    Greater Blade Talent
    3rd
    +13/+8/+3
    +4
    +8
    +4
    Greater Blade Talent
    4th
    +14/+9/+4
    +4
    +9
    +4
    Greater Blade Talent
    5th
    +15/+10/+5
    +5
    +9
    +5
    Greater Blade Talent
    6th
    +16/+11/+6/+1
    +5
    +10
    +5
    Greater Blade Talent
    7th
    +17/+12/+7/+2
    +5
    +10
    +5
    Greater Blade Talent
    8th
    +18/+13/+8/+3
    +6
    +11
    +6
    Greater Blade Talent
    9th
    +19/+14/+9/+4
    +6
    +11
    +6
    Greater Blade Talent
    10th
    +20/+15/+10/+5
    +6
    +12
    +6
    Greater Blade Talent, Swordfaire

    Weapon and Armour Proficiency: A Myrmidon is proficient with all swords and with light armour.

    Master of Evasion: A Myrmidon can dodge with consummate ease. He possesses the Evasion ability, exactly as a rogue. It also grants them a dodge bonus to AC equal to 1+1 per five effective character levels, and the Mobility feat, regardless of whether they meet the prerequisites. (This ability also counts as the Dodge feat for the purposes of prerequisites.)

    Blade Talents: At each level, a Myrmidon chooses a Talent from the following list.

    Spoiler
    Show
    Blade Artist: A Proud Warrior with this ability is beautiful-or terrifying to watch in action. Whenever they fight, they may make a Perform (Dance) check. Any character that watches them fight must make a will save with DC as follows, or have their attitude increased by one step. At the Warrior’s option, this may be due to intimidation or admiration.
    Perform Result DC
    1-10 9+1/2 Class Level
    11-15 11+1/2 Class Level
    16-20 12+1/2 Class Level
    21-30 13+1/2 Class Level
    31-40 14+1/2 Class Level
    Each +10 range +1
    This may only ever improve the attitude of any given character by one stage. As a note, enemies affected by this ability do not stop fighting, although they may be more easily persuaded-whether through fear or adoration-to stop fighting.
    In addition, they gain a +2 competence bonus on Perform (Dance) checks.

    Alternate versions of this ability could exist for other perform checks-a condescending speech delivered as one carves a contingent of troops to shreds holds a lot of power. Alternatively, Intimidate could be substituted.

    Blade Expertise Requires: Character level 5, DM Adjudication
    You may choose a single martial maneuver you qualify for, with level no higher than two. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish.
    Up to five talent class levels you possess now count as full initiator levels.

    Coiled Blade Approach Requires: Blade Expertise
    You may choose a single martial stance you qualify for, with level no higher than three. You my use it. One more talent class level you possess counts as a full initiator level.

    Blade Secrets Requires: Blade Expertise, Character level 9
    You may choose a single martial maneuver you qualify for, with level no higher than four. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish.
    If you do, add one to your maneuvers readied.
    Up to four more talent class levels you possess now count as full initiator levels, usually making nine.

    Blade Guardian
    You receive the Combat Reflexes feat, and may add one plus the highest Enhancement bonus amongst weapons you wield to your AC as a shield bonus.

    Protective Vigilance Requires: Blade Guardian
    You grant a shield bonus equal to your own to adjacent allies.

    Blade of Shadows
    You gain Sneak Attack 1d6, exactly as the rogue ability.

    Assassin’s Strike Requires: BAB +10, Blade of Shadows
    Your Sneak Attack ability increases to 2d6 damage.

    Blade Tempest
    You may wield a second one-handed or light weapon in your off-hand, suffering a -2 penalty to all attacks made with it. If you do, you may make one additional attack in a full attack, albeit with a -2 penalty. This counts as the Two Weapon Fighting feat for the purposes of prerequisites, and replaces the normal rules of Two Weapon Fighting for a character who has it.

    Bloodletting
    You gain the Cleave and Greater Cleave feats.

    Dancing On The Sky
    Your agility surpasses all others. You gain a competence bonus to all movement speeds, as well as to Balance, Jump, and Tumble checks, equal to 10, plus 10 more for each seven effective character levels you possess.
    Ability stolen from Jiriku’s monk fix.

    Distant Step
    As a move action, you may teleport to a spot within 10ft and line of sight. At ECL 6, you no longer require line of sight.
    After using this ability, you may not use it again for 10-Dex Mod rounds, minimum two.

    Dramatic Entrance
    A character with this skill is immune to broken glass, as well as any other nonmagical hazard caused by entering a scene in a way that is more dangerous, but more awesome than the alternatives.

    Shimmer Step Requires: Distant Step, ECL 5
    Distant Step’s range is increased to 25ft+5ft per two effective character levels.

    Expert Strike
    Attacks you make add two to their final critical threat range, after all other effects.

    I Got Perfection Requires: Expert Strike
    Critical threats you achieve are automatically confirmed.
    Some people houserule critical threats away - if so, remove this talent.

    Fast Talking: Proud Warriors are renowned for being able to lie their way out of everything. With this ability, a Proud Warrior may attempt to feint in combat as a swift action.

    They also gain a +2 competence bonus to bluff and diplomacy checks.

    Find the Gap
    As an attack action, the character makes a strike aimed for the chinks in the foe’s armour. If they hit, they ignore points of Damage Reduction, Energy Resistance, Resist, or other damage-reducing effects equal to twice their dexterity modifier, as well as dealing lethal damage regardless of regeneration.
    After using this ability, the character may not use it again for 10-Dex mod rounds, minimum two.

    Furious Flurry (Ex)
    With lightning speed, you strike repeatedly. This talent allows you to make one additional attack in a full attack. After making a flurry, you may not use another one for 10-Dex mod rounds, minimum two.

    Gale’s Vanguard (Ex)
    When a Myrmidon makes a charge attack, they do not need to move directly towards the target. They may move in any straight line that brings them within range of the foe at some point. This charge never provokes attacks of opportunity from the target. When using this ability, they may only move their normal speed, rather than doubling it. Like Spring Attack, you make your attack from any point in this move. This ability counts as Spring Attack, Shot on the Run, and Flyby Attack for purposes of prerequisites.

    Impossible Balance (Ex)
    You can stand on water and other liquids as if dry land.

    Spidercat’s Grace Requires: Impossible Balance
    You can stand on walls and ceilings without penalty.

    Instant Dash
    Sometimes, you need to move now. By using this ability, you gain an additional move action. On your next turn, you may not take any actions, as if dazed. This applies even if immune to dazing. After using this ability, you may not use it again for 10-Dex mod rounds, minimum two.

    Instant Strike Requires: Instant Dash
    When you use your Instant Dash ability, you gain an additional standard action instead.

    Legion of One
    As a full round action, you may move with such colossal speed that you appear to be in several places at once. You may make a move action, followed by a standard attack action, and repeat this action twice, for three targets. No single target may be attacked by this ability more than once.
    After using this ability, you must wait for 10-Dex mod rounds, minimum two, before using it again.
    Inspired by the Demented One’s discipline, Army of One.

    Lightning Strike (Ex)
    You gain the Skirmish ability, dealing 1d6 damage and gaining +1 AC, exactly like a Scout.

    Bolt From The Blue (Ex) Requires: BAB +10, Lightning Strike
    Your Skirmish ability increases to 2d6 damage and +2 AC.

    Not Even There (Ex) Requires: Reflex save +11
    You gain the Improved Evasion ability, as a rogue.

    Perfected Weapon
    As a ritual, taking one hour, you may bind a weapon to yourself. It gains a weapon enhancement bonus equal to a fifth of your class level, which may be any legal combination of weapon abilities and enhancement bonus, and cannot be changed. Abilities stack with actual abilities, and you use the higher enhancement bonus. This ability may not increase an enhancement bonus beyond five, or the total bonus beyond ten.

    Applying this ritual to a new weapon removes the benefits on the old one, unless you could wield all enhanced weapons simultaneously.

    Pinpoint Strikes
    When making attack rolls with weapons you are proficient with, you may use your dexterity modifier rather than your strength modifier.

    A Thousand Cuts Requires: Pinpoint Strikes
    On each attack, you deal bonus damage equal to your dexterity modifier. This damage is precision damage.

    Quip
    With this talent, you can make a witty comment as they strike their foes, allowing their force of personality to enhance their blow. The first time in a round they strike a foe, they may make a Perform (Comedy) roll, opposed by any of the enemy's perform talents. If they succeed, they replace their strength modifier with their charisma modifier for damage rolls until the beginning of their next round. If they fail, they consider their charisma modifier to be one lower for the purposes of Quip until the end of the encounter.
    If your players are cool enough, consider letting them actually make quips, and giving bonuses for good ones. Also, allow them to swap out perform talents, as long as they can justify it.

    Rising Tide (Ex)
    You strike repeatedly, each attack striking with greater force.
    As a free action, you may make each attack you make until your next turn deal bonus damage equal to the number of attacks you have made since the beginning of your turn. After using Rising Tide, you may not use it again for 10-Dex mod rounds, minimum two.
    This includes attacks of opportunity, bonus full attacks, etcetera. It resets when a full round of actions have passed.

    Spiral Strike (Ex)
    You gain the Whirlwind attack feat, except that using it uses up only the attacks you gain from your BAB. Other attacks you could make in a full attack are made as normal. After using this ability, you may not use it again for 10-Dex mod rounds, minimum two.

    Sword Artist (Su)
    A character with this talent moves like they are in a dance, truly magnificent to see. He can fascinate one character, plus one character for each third effective character level he possesses, with a single performance. This may be as part of a combat (although he may not fascinate those he fights), and has a DC equal to the result of the highest attack roll he makes that round - make an attack roll if he uses the ability without being in combat. They remain fascinated for as long as the character continues to ‘perform’, but the effect is broken if hostile action is taken towards them. If they pass their save, they are immune for 24 hours. After ceasing this ability, you may not do so again for 20-Dex mod rounds, minimum two.
    This is a supernatural, mind-affecting ability.

    Beautiful Blade (Ex) Requires: Sword Artist OR Blade Artist
    They may make an Intimidate or a Diplomacy check as part of a round containing at least one attack, attempting to influence anyone they have not attacked in that fight. They may use their highest attack roll that round instead of a skill check. A character can only be influenced once in a 24 hour period by a character’s use of this ability.

    This is a mind-affecting ability.

    Dashing Blade (Su) Requires: Sword Artist OR Blade Artist
    Once a day, as part of using Sword Artist or Blade Artist, you may target one affected member with a Charm Person effect. At ECL 6 or higher, this upgrades to a Charm Monster effect. The save DC is based on your Dexterity modifier.

    Uncanny Reflexes
    You gain the Uncanny Dodge ability, as a rogue.

    Perfect Paranoia Requires: Uncanny Reflexes, BAB+8
    You gain Improved Uncanny Dodge, using your character level as your rogue level.

    Unrivalled Agility
    Focussing on your speed, you gain a +2 competence bonus to your dexterity score.

    Void Sheath
    As a full round action, you may banish a weapon you own to an inaccessible extradimensional plane named Elsewhere. It is safe from all known effects there - only an ability that specifically references this ability or the name Elsewhere can interact with it.
    You may recover the weapon as easily as drawing a weapon. Quick Draw applies.
    You may not banish more weapons in this way than your dexterity modifier.

    Most weapons can remain stored indefinitely, although they are freed by your death, but powerful artifacts are rarely content to be quiescent for long periods of time - and doing so with an artifact of enough importance is likely to cause a sudden increase in people trying to kill you.
    This is intended to stop people simply using it as a safe deposit box for mcguffins. Magic wants to be free, and items want to be used.

    Wind Blade (Su)
    As a standard action, you can strike a foe at a distance with your blade. This has a range of 25ft, +5ft per point of Dexterity modifier. It is in all ways except range treated as a normal melee attack.

    In addition, you can make a full attack at range this way. If you do, you may not do so again for 10-Dex mod rounds, minimum two.


    Vantage: When a foe attacks you, you may make a full attack as an immediate action, targeting only them. If they survive, they then make their attacks as normal. After using Vantage, you may not use it again for 15-Dex mod rounds, minimum two.

    The Swordmaster
    For a Myrmidon, the Swordmaster is merely the continuation of their base class. They continue taking levels exactly as if levels 1-10 of Swordmaster were levels 11-20 of Myrmidon, including having a single class level between the two.

    Other classes may take Swordmaster levels as a prestige class, beginning with P1st, if they meet the following requirements.
    Swordmaster Prerequisites
    BAB: +10
    Base Reflex Save: +7
    Proficiency: Swords.
    The Swordmaster has the same class chassis as the Myrmidon, bad fort and will saves, good BaB and reflex saves, and 4 skill points per level.

    Astra: A Swordmaster has the ability to strike half a dozen times in the blink of an eye. When you use this ability, you may make a number of bonus attacks this round whenever you take an action containing at least one attack (such as a charge, spring attack, full attack, or a standard attack) equal to a fifth of your character level. All these attacks are made at your full BAB, but with a -2 penalty. After using Astra, you may not use it again for 15-Dex mod rounds, minimum two.

    Greater Blade Talent: At each level, a Swordmaster chooses a Talent from the following list. They may instead choose a talent from the Myrmidon list, or from the talent list of any base class they possess.

    Spoiler
    Show
    Army of One Requires: Legion of One
    When using Legion of One, your standard actions are instead full attacks. No foe can be struck by attacks from more than one full attack. Finally, reduce the cooldown of this ability by two, minimum one.
    Inspired by the Demented One’s discipline of the same name.

    Blade Mastery Requires: Blade Secrets, Character level 13
    You may choose a single martial maneuver you qualify for, with level no higher than six. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish.
    Up to four more talent class levels you possess now count as full initiator levels, usually making thirteen.

    Perfect Blade Aegis Requires: Blade Mastery, Coiled Blade Approach, Character level 17
    You may choose a single martial stance you qualify for, with level no higher than eight. You may use it. One more talent class level you possess counts as a full initiator level.

    Blade Magic Requires: Blade Mastery, Character level 17
    You may choose a single martial maneuver you qualify for, with level no higher than eight. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish. If you do, add one to your maneuvers readied.
    Up to four more talent class levels you possess now count as full initiator levels, usually making seventeen.

    Blade Avatar Requires: Blade Mastery, Perfect Blade Aegis, Character level 19
    You may choose a single martial maneuver or stance you qualify for. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish. If you do, add one to your maneuvers readied.
    One more talent class level you possess counts as a full initiator level.

    Chain Lightning (Ex) Requires: Bolt From The Blue, BAB +15
    Your Skirmish ability increases to 3d6 damage and +3 AC.

    Deep Cuts Requires: A Thousand Cuts
    Weapons you wield are treated as if they had the Wounding property.

    Enraptured Audience Requires: Beautiful Blade
    A number of times per day equal to your dexterity modifier, you may attempt to cause a Suggestion effect in a fascinated subject. They are entitled to a saving throw as normal.

    At ECL 17, this upgrades to Mass Suggestion.

    Eternal Alacrity Requires: Unrivalled Agility
    Your training reaches a peak. Your bonus to Dexterity is increased to +4.

    Grand Flurry Requires: Furious Flurry
    Your ability to strike repeatedly is without equal. You may now make a second additional attack in a full attack when making a flurry. In addition, subtract two from the cooldown of this ability, minimum 1.

    Chaos Blade Requires: Grand Flurry
    You may use a full round action to make a number of attacks equal to the number you would be entitled to in a full attack. Each one uses your full base attack bonus, with a -2 penalty, rather than suffering iterative attack penalties. They do suffer other penalties, such as TWF penalties, as normal.
    After using this ability, you may not use it again for 25-Dex mod rounds, minimum two.

    Hero’s Blade Requires: Dashing Blade
    You may use this ability a number of times per day equal to your Dexterity modifier.

    Hero’s Command Requires: Hero’s Blade
    By using two uses of Hero’s Blade, you may cause a Dominate person effect instead. At ECL 17, you may instead cause a Dominate Monster effect.

    Hurricane Point Requires: Gale’s Vanguard
    When you use Gale’s Vanguard, you may make a second attack, at -5 to the attack roll, as if an iterative attack. They do not need to be against the same target, or from the same point.

    Typhoon’s Path Requires: Hurricane Point
    When using Gale’s Vanguard, you may make as many attacks during your movement as you could in a full attack. They do not need to be against the same target, or from the same point.
    As a side benefit, the character gains the Pounce ability.

    This talent is compatible with Spiral Strike, although the whirlwind attack is made from a single square during the movement.

    Moving Circles Requires: Blade Tempest
    You may make as many attacks with your off-hand as you do with your primary hand from a high base attack bonus, and at the same bonuses, except that attacks made with your off-hand have a -2 penalty. This counts as the Greater and Improved Two Weapon Fighting feats for the purposes of prerequisites.

    Opportunity Knocks Requires: Blade Guardian
    Whenever an ally successfully strikes a foe within range, that foe provokes an Attack of Opportunity.

    Pinhole Strike Requires: Find the Gap
    When the character uses Find the Gap, they ignore all points of applicable defensive abilities. In addition, they reduce the cooldown of this ability by two, minimum one.

    Striding on the Sky Requires: Spidercat’s Grace
    You can walk and stand on air as if it were land as you wish, although you must start and end each round on the ground.

    Laughing at Gravity Requires: Striding on the Sky
    You no longer need to end and begin a round on the ground - you may walk in three dimensions at will.

    Sudden Storm Requires: Instant Strike
    When you use your instant strike ability, you can unleash a flurry of action. You gain a full round of bonus actions instead of just a standard action.

    A Momentary Forever Requires: Sudden Storm, BAB+17
    When using Instant Dash, you gain up to 1d4+1 additional rounds of actions. However, when they end, you remain unable to act for a number of rounds equal to the additional rounds you gained from this ability.

    Tornado Slash Requires: Spiral Strike
    Your Spiral Strike ability can be used as a standard action, although if you do so, you only make the whirlwind attack, and not any bonus attacks or benefits from making a full attack. In addition, lower that ability’s cooldown by two, minimum one.

    A Standard action Spiral Strike is compatible with Gale’s Vanguard.

    Blade Waltz Requires: Tornado Slash, Shimmer Step
    As a full round action, you may vanish in a whirl of blades, blood, and pain, unleashing a hail of blows on nearby foes.
    Make a single melee attack, at your full BAB, against every foe within 25ft+5ft per two effective character levels. This is a teleportation effect.
    As a side benefit, you gain 50% miss chance for one round, due to the difficulty of pinpointing your location.

    Trail of Death Requires: Bloodletting
    By declaring the use of this ability, whenever you use your cleave ability that round, you may immediately move your speed before making your free attack. After using this ability, you may not use it again for 25-Dex mod rounds, minimum two.

    Tsunami Strikes Requires: Rising Tide
    When using Rising Tide, each attack in a full attack after the second adds the previous two bonus damages together. This results in a series of five attacks dealing 1, 2, 3, 5, 8 bonus damage. Finally, subtract two from the cooldown of this ability, minimum one.

    Note that this upgrade improves full attacks. Attacks made outside of full attacks do bonus damage only equal to their number in the chain.
    Obviously, if you make more than one full attack, the base numbers that are added together will be higher.

    Undead’s Bane Requires: Expert Strike
    Your critical strikes and precision damage are effective even against foes normally immune to them, although the bonus damage is halved.
    So, with a normal (x2) weapon, they do a total of 1.5x base damage, and A Thousand Cuts provides only half of your Dexterity in bonus damage.

    Vicious Blow Requires: Expert Strike
    Add one to the critical damage multiplier of your attacks.

    One Strike Requires: Vicious Blow
    As a free action, you may have a foe who takes at least one damage from one of your critical hits pass a Reflex save, or die. This effect does not apply to foes immune to critical hits, even if you have Undead’s Bane. After this ability triggers, you cannot activate it again until you have made 10-Dex mod critical hits, minimum two.

    Unlimited Blade Works Requires: Perfected Weapon, Void Sheath
    You may spend a full round action concentrating your inner talents, before massively increasing the potency of weapons you wield, even generating new ones at will. Weapons you wield increase their enhancement bonus by a quarter of your character level, which may be as Enhancement bonus or via weapon abilities. The total bonus may not surpass 10, unless you have an effective character level higher than twenty. This ability stacks with Perfected Blade, and lasts for a number of rounds equal to your dexterity modifier, and cannot be reactivated until 20-Dex mod rounds after it ends.

    In addition, as a passive benefit, you may create as many swords or bladed weapons that you could wield at once as a swift action. These copies are inferior to properly crafted weapons, and break after Dex mod rounds of not being actively used. They are masterwork, and can be crafted of any material your character can work, but otherwise mundane.
    You also gain the Craft Arms and Armor feat as a bonus feat, and use your Character Level as your caster level as long as you craft swords or sword related items.

    Gates of Babylon Requires: Unlimited Blade Works
    Remove the limitation on how many weapons you may store with Void Sheath.

    In addition, you may unleash a cascade of blades from your extradimensional storage. This cascade has a range of 10ft+5ft/effective character level, and deals 1d6 damage per two effective character levels. It allows a reflex save for half damage. After using this ability, you may not reactivate it for 20-Dex mod rounds.
    This talent and the one before blatantly inspired by Fate Stay Night.

    Unseen Killer Requires: Assassin’s Strike, BAB +15
    Your Sneak Attack ability increases to 3d6 damage.

    World Stride Requires: Shimmer Step
    You may use Distant Step to move as far as ten miles per effective character level. You may even take allies with you, but you divide your maximum distance per step by the number of characters of your size that you take. You must either know your destination well, or else move ‘that way’ in a straight line.

    Eternal Step Requires: World Stride, ECL 14
    You may use Distant Step to mimic Plane Shift, although you have no control over where on the plane you appear.


    Swordfaire (Ex): A Swordmaster is the greatest wielder of swords among all warriors, wielding it with perfect skill. At tenth level, they increase the damage of attacks with sword of all types as if the weapon had increased by one size.

    Emblem Assassin
    ‘And so it ends.’

    Background: An Assassin, despite the name, does not always mean a hooded, dark figure who kills in the night. Rather, it can refer to anyone who uses stealth, subtlety, and vicious, sudden attacks.
    Of course, those who kill in the night are well versed in these skills.
    Races: Assassins are commonly wielded by evil races, and are very common amongst the drow.
    Other Classes: Assassins are often distrusted. Generally, to prove their loyalty, they need to achieve heroism that other classes would rarely need to.
    Role: An Assassin is a melee character, more like a Myrmidon or a Swordmaster than a Thief. They retain much of their ability in the Thief’s ways, but their advancement focuses on killing.
    Assassins in the World: Assassins, as well as the obvious, titular profession, make good bodyguards and elite warriors, capable of tearing through even armoured opponents like wet tissue paper.

    Prerequisites
    Skills: Hide 13 ranks
    BAB: +7
    Special: Sneak Attack +2d6

    Hit Die: d8
    Class Skills-The Assassin’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Open Lock (Dex), Search (Wis), Sense Motive (Wis) and Tumble (Dex).
    All Emblem classes have Spot (Wis), Listen (Wis), Craft (Dex), Knowledge (Int), Perform (Cha), Profession (Wis), Speak Language, Use Magic Device (Cha), and Use Rope (Dex) as class skills.
    Skill Points per Level: 6+ Int Modifier

    Assassin
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +0
    +2
    +0
    Pass, Knife Talent
    2nd
    +2
    +0
    +3
    +0
    Knife Talent
    3rd
    +3
    +1
    +3
    +1
    Knife Talent
    4th
    +4
    +1
    +4
    +1
    Knife Talent
    5th
    +5
    +1
    +4
    +1
    Knife Talent
    6th
    +6
    +2
    +5
    +2
    Knife Talent
    7th
    +7
    +2
    +5
    +2
    Knife Talent
    8th
    +8
    +2
    +6
    +2
    Knife Talent
    9th
    +9
    +3
    +6
    +3
    Knife Talent
    10th
    +10
    +3
    +7
    +3
    Lethality, Knife Talent

    Weapon and Armour Proficiency: An Assassin gains no new weapon or armour proficiencies.

    Pass (Ex): An Assassin can maneuver past and through foes with ease. They may move past and through foes without provoking an attack of opportunity. The only exception is if they begin the turn within a foe’s threat range, in which case they provoke an AoO when they leave.

    Knife Talent At each level, an Assassin chooses a Talent from the following list*. They may instead choose a talent from the Thief list*, or from the talent list of any base class they possess.
    *As the Thief class doesn’t exist yet, this class is looking a little sorry. Apologies for that.

    Spoiler
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    Army of One Requires: Legion of One
    When using Legion of One, your standard actions are instead full attacks. No foe can be struck by attacks from more than one full attack. Finally, reduce the cooldown of this ability by two, minimum one.
    Inspired by the Demented One’s discipline of the same name.

    Blade Mastery Requires: Blade Secrets, Character level 14
    You may choose a single martial maneuver you qualify for, with level no higher than six. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish.
    Up to four more talent class levels you possess now count as full initiator levels, usually making thirteen.

    Perfect Blade Aegis Requires: Blade Mastery, Coiled Blade Approach, Character level 18
    You may choose a single martial stance you qualify for, with level no higher than eight. You my use it. One more talent class level you possess counts as a full initiator level.

    Blade Magic Requires: Blade Mastery, Character level 18
    You may choose a single martial maneuver you qualify for, with level no higher than eight. You may use it. To refresh this maneuver you must concentrate for one minute. If you have or later gain a normal maneuver progression, you may use these maneuvers as if they were granted by that class, including replacing them with later maneuvers if you so wish.
    Up to four more talent class levels you possess now count as full initiator levels, usually making seventeen.

    Chain Lightning (Ex): Requires: Bolt From The Blue, BAB +15
    Your Skirmish ability increases to 3d6 damage and +3 AC.

    Deep Cuts Requires: A Thousand Cuts
    Weapons you wield are treated as if they had the Wounding property.

    Eternal Alacrity Requires: Unrivalled Agility
    Your training reaches a peak. Your bonus to Dexterity is increased to +4.

    Face to Face Requires: Defensive Shot
    You no longer provoke attacks of opportunity for using ranged weapons while in a threatened square.

    Flawless Aim Requires: Perfect Aim, BAB +15
    Your Precision Targeting ability increases to three dice.

    Grand Flurry Requires: Furious Flurry
    Your ability to strike repeatedly is without equal. You may now make a second additional attack in a full attack when making a flurry. In addition, subtract two from the cooldown of this ability, minimum 1.

    Chaos Blade Requires: Grand Flurry
    You may use a full round action to make a number of attacks equal to the number you would be entitled to in a full attack. Each one uses your full base attack bonus, with a -2 penalty, rather than suffering iterative attack penalties. They do suffer other penalties, such as TWF penalties, as normal.
    After using this ability, you may not use it again for 25-Dex mod rounds, minimum two.

    Hurricane Point Requires: Gale’s Vanguard
    When you use Gale’s Vanguard, you may make a second attack, at -5 to the attack roll, as if an iterative attack. They do not need to be against the same target, or from the same point.

    Typhoon’s Path Requires: Hurricane Point
    When using Gale’s Vanguard, you may make as many attacks during your movement as you could in a full attack. They do not need to be against the same target, or from the same point.
    As a side benefit, the character gains the Pounce ability.

    This talent is compatible with Spiral Strike, although the whirlwind attack is made from a single square during the movement.

    Moving Circles Requires: Blade Tempest
    You may make as many attacks with your off-hand as you do with your primary hand from a high base attack bonus, and at the same bonuses, except that attacks made with your off-hand have a -2 penalty.

    Opportunity Knocks Requires: Blade Guardian
    Whenever an ally successfully strikes a foe within range, that foe provokes an Attack of Opportunity.

    Pinhole Strike Requires: Find the Gap
    When the character uses Find the Gap, they ignore all points of applicable defensive abilities. In addition, they reduce the cooldown of this ability by two, minimum one.

    Shadow Step Requires: Shimmer Step
    You double the range of your Distant Step if you travel from and to an area of deep shadow.

    Sight Beyond (Ex) Requires: See Deception
    By using a full round action, you may cast an extraordinary True Seeing at will, even when not mounted.

    Striding on the Sky Requires: Spidercat’s Grace
    You can walk and stand on air as if it were land as you wish, although you must start and end each round on the ground.

    Laughing at Gravity Requires: Striding on the Sky
    You no longer need to end and begin a round on the ground - you may walk in three dimensions at will.

    Sudden Storm Requires: Instant Strike
    When you use your instant strike ability, you can unleash a flurry of action. You gain a full round of bonus actions instead of just a standard action.

    A Momentary Forever Requires: Sudden Storm, BAB+17
    When using Instant Dash, you gain up to 1d4+1 additional rounds of actions. However, when they end, you remain unable to act for a number of rounds equal to the additional rounds you gained from this ability.

    Tornado Slash Requires: Spiral Strike
    Your Spiral Strike ability can be used as a standard action, although if you do so, you only make the whirlwind attack, and not any bonus attacks or benefits from making a full attack. In addition, lower that ability’s cooldown by two, minimum one.

    A Standard action Spiral Strike is compatible with Gale’s Vanguard.

    Blade Waltz Requires: Tornado Slash, Shimmer Step
    As a full round action, you may vanish in a whirl of blades, blood, and pain, unleashing a hail of blows on nearby foes.
    Make a single melee attack, at your full BAB, against every foe within 25ft+5ft per two effective character levels. This is a teleportation effect.
    As a side benefit, you gain 50% miss chance for one round, due to the difficulty of pinpointing your location.

    Trail of Death Requires: Bloodletting
    By declaring the use of this ability, whenever you use your cleave ability that round, you may immediately move your speed before making your free attack. After using this ability, you may not use it again for 25-Dex mod rounds, minimum two.

    Undead’s Bane Requires: Expert Strike
    Your critical strikes and precision damage are effective even against foes normally immune to them, although the bonus damage is halved.
    So, with a normal (x2) weapon, they do a total of 1.5x base damage, and A Thousand Cuts provides only half of your Dexterity in bonus damage.

    Vengeful Shadow Requires: Meld Into Darkness
    Your Invisibility ability is now Greater Invisibility.

    Ghostly Presence Requires: Vengeful Shadow, Hide 18 ranks
    You may now cast Ethereal Jaunt instead of Greater Invisibility. If you do, you may not do so again for 10-Dex mod hours.

    Vicious Blow Requires: Expert Strike
    Add one to the critical damage multiplier of your attacks.

    One Strike Requires: Vicious Blow
    As a free action, you may have a foe who takes at least one damage from one of your critical hits pass a Reflex save, or die. This effect does not apply to foes immune to critical hits, even if you have Undead’s Bane. After this ability triggers, you cannot activate it again until you have made 10-Dex mod critical hits, minimum two.

    Gore Shower Requires: One Strike
    Whenever you kill a foe with a critical hit, you may cause all foes within 5t per point of dexterity modifier to pass a will save, or become shaken. This is a fear effect.

    Unseen Killer Requires: Assassin’s Strike
    Your Sneak Attack ability increases to 3d6 damage.

    Death’s Right Hand Requires: Unseen Killer, BAB +16
    Your Sneak Attack ability increases to 4d6 damage.

    World Stride Requires: Shimmer Step
    You may use Distant Step to move as far as ten miles per effective character level. You may even take allies with you, but you divide your maximum distance per step by the number of characters of your size that you take. You must either know your destination well, or else move ‘that way’ in a straight line.

    Eternal Step Requires: World Stride, ECL 14
    You may use Distant Step to mimic Plane Shift, although you have no control over where on the plane you appear.


    Lethality (Ex)
    As a free action, you may have a foe who takes at least one damage from one of your critical hits pass a Reflex save, or die. This effect does not apply to foes immune to critical hits, even if you have Undead’s Bane. After this ability triggers, you cannot activate it again until you have made 10-Dex mod critical hits, minimum two.

    If you have the One Strike talent, instead add one to the save DC of that ability, and subtract two from the required number of critical hits to reset it, to a minimum of one crit between activations.
    Last edited by Lix Lorn; 2014-04-29 at 04:37 PM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    I like! I haven't looked at your Fire Emblem stuff before but I will definitely have to go and do so over the next few days if this is an example of it. It gives you a lot of the power and versatility of ToB without becoming another "Spellcaster" I like the X-Mod cooldown times.

    Though as a nit-pick, Myrmidons being a Bronze Age Greek thing they should get proficiency with spears too, that's just me though.
    Last edited by The Mentalist; 2013-09-14 at 08:02 PM.
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Heh, thanks.

    As for myrmidons, you'll have to yell at Nintendo for using the word wrong. xD
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Wonderful, though swordfearie is a rather sorry excuse for a capstone.
    Personally, I would move Astra up to the capstone, and replace the level 10 ability with Adept, which would function the same, but only a max of 1 extra attack, and a lower cool down.

    Assassin should probably get regular sneak attack progression as well.

    now to convince my DM to let me play this...

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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Well, the four non-talent abilities are lifted from Fire Emblem, so I can't really mess with them.
    As for a sneak attack progression... I want the tables to be consistent. They get talents, and they get an ability at 1/7/11/20.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Looking through this everything looks sweet

    However I believe the Greater Blade Talent - One Cut should provide a save DC for it's reflex or die effect.
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    I think you should make the dodge bonus scaling somehow with level. Then, if you check swordfighters/swordmasters in FE1-5, they alll have some armour. I suggest giving them at least light armor, because even their ample clothes would be that.
    I suggest, too, to increase the HD : though not having as many HP as Warriors/Fighters (or whatever axe-men are called in english versions) swordmasters very often have the potential to max HP, and do it relatively often.

    On a balance view, I think you should add either fort or wil as a second strong save. Furthermore, given the focus you're setting on dex in all the features, I think you should give him Superior Weapon Finesse (like weapon finesse, but with dex to damage too) somewhere.
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    All save DCs are 10+1/2 ECL + (relevant ability modifier).

    A buff to the dodge seems reasonable, and light armour is entirely okay. Will add both.

    I do not intend to buff the HD. They are light skirmishers, they should have low hp. If I give them shadow blade, they can ignore strength. As is, they at least need to consider strength and con.

    That said, there is the A Thousand Cuts talent, which adds Dex in precision damage to your attacks.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    First of all, I've been watching your Fire Emblem work for a while now, and I very much like what you've done. This is the first time I have some serious hangups about the class, though, so I'm chiming in.

    I managed to test the myrmidon in a 12th level oneshot a few days ago, and it's falling into tier 4. It's out-of-combat utility is AWESOME (I can walk almost everywhere, hehe). However, in combat it can barely keep up the damage with a core Fighter, it gets hit too easily, (I didn't wear a Mithral BP, sadly) and more below.

    All swords proficient is excellent. (S rank in swords, woo!!) Even so, note that daggers aren't technically swords. Are Kukris included? Maybe make a list of what you define as swords (at least from the SRD) that the Myrmidon is proficient with, and that way the player can pick out and assume other swords from other books will work too (like Elven Thinblade)?

    Why is the Thousand cuts ability precision only? Okay, I get it, he's a dextrous class, but c'mon!! Outisde a humanoid & animal sphere it sucks. As far as I can tell in Fire Emblem, the myrmidons could hit undead/plant/golem/elemental creatures equally well as any other characters.

    Really, though, this is an incredible disadvantage at later levels. D&D doesn't have any Energy Rings, really, outisde of extremely expensive tomes. Rogues & Scouts can take feats or Item enchats to apply their damage to Crit immunes. Meanwhile, A Swordsage who has a 10 Str can take Shadow Blade and have Dex to damage all day long with no trouble, and Dex to atk/dmg starting level 3. A dagger wielding SS can do both starting level 1, and can switch to better weapons lat level 3.

    The workaround here is ostensibly Rising tide, but it only lasts for that round >_< and to get the maximum usage from this ability i'd have to majorly pump Dex anyways.

    On the idea of workarounds, I'm appalled concerned that the Myrmidon doesn't get Increased Crit range as a BASE ability, not simply a ~meh~ Blade Talent. Myrmidons had double or triple their luck stat to critical threat range, depending on the Emblem game, and Swordmasters just add a flat bonus +15% crit range on top of this. Increased Crit range, and making frequent critical hits, is THE defining feature of the Myrmidon, and what ultimately compensated for the lack of extra damage (and the fact that FE has x3 damage on crits). Please for the love of all that is well and good, add this as a class feature!! Give up Blade talent for the fist level and add this!!!!!1!!!1!1! (I can't emphasize this enough, can I? Severe disappoint.)

    Finally, Blade Tempest has ambiguous wording bordering on disastrous. So you can two-wield two swords, you don't lose the penalties, and you stack another -2 to hit on the offhand as well? As written, I can dual-wield two bastard Swords at a -6 and -12, respectively. So it's strictly worse to have this ability than to take the two-weapon fighting feat. Please give greater clarity!!
    Last edited by ~Corvus~; 2013-11-08 at 02:03 PM.
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Well, first off, I'll point to the Fire Emblem weapons I made, which lets melee damage scale much faster. As for 'what counts', I'd think that was pretty simple. If it's a sword, it counts.

    It's precision damage because I don't want to class to have 8 Str. It's that simple, really. If you just added Dex to damage flat out, there'd be no point taking Str and you'd only care about Dex ever, maybe with some Con. A Swordsage will always have to have Wisdom as well as Dexterity, and Shadow Blade majorly limits what weapons you can use it with.

    As for improved crit, it gets the same abilities as a myrmidon and a swordmaster do in Awakening. Improved critical is not actually one of them. Plus, removing the talent at first level would utterly destroy the symmetry both in the class and in the project.
    I did, however, boost the swords crit range in the previous project, cause that seems very fitting for them, and way more interesting than the benefit they had before.

    I'll clarify Blade Tempest.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Quote Originally Posted by Lix Lorn View Post
    [swords]
    I'll clarify Blade Tempest.
    I hadn't seen the swords. *peeers*.... Hrm! I'd rather 2-hand greatsword or two scimitars, TBH, or even 2 kukris. Iunno...seems underwhelming at lower levels, and rather potent at higher levels.

    Okay, hopefully Blade Tempest satisfies.

    Quote Originally Posted by Lix Lorn View Post
    As for improved crit, it gets the same abilities as a myrmidon and a swordmaster do in Awakening. Improved critical is not actually one of them. Plus, removing the talent at first level would utterly destroy the symmetry both in the class and in the project.
    I did, however, boost the swords crit range in the previous project, cause that seems very fitting for them, and way more interesting than the benefit they had before.
    I don't know if Awakening presents a decent representation of the class. In every other version of Fire Emblem, it loses damage to a much higher crit range. The trouble, here, is twofold:

    First of all, there's no Luck stat here. Luck is the myrmidon's stat. *grumble grumble where's a fire emblem wiki* so, since luck doesn't exist, the myrmidon's greatest asset
    Spoiler
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    Ohai Str score in Awakening!! No wonder them myrmidons didn't have dumpy Str scores.


    Second! From levels 1-4, the class deals (d6) damage, potentially dual-wielded, the latter option of which isn't as bad. However, if the player wants to deal 1d6 + 1d6 damage, it is locked into a single choice. To make matters worse, It has only light armor kinda dodgy, but no way of boosting AC out of the Dodge / mobility. So, please pump Dex as high as possible, but keep Str high enough to be relevant to deal more damage...

    So, without any decent chance of utilizing the myrmidon's best stat, again, it's going to deal terrible damage levels 1-4. 5+ no problem. Still makes it really sad. Sad, sad, sad.
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    As a die hard fire emblem fan, who also thinks myrmidons are the coolest class available i heartily approve. I'll have to go over all the talents in more detail but so far i'm liking this class so much im gonna have to print it out and see if i can make my dm let me play one.
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Quote Originally Posted by Dragonus45 View Post
    As a die hard fire emblem fan, who also thinks myrmidons are the coolest class available i heartily approve. I'll have to go over all the talents in more detail but so far i'm liking this class so much im gonna have to print it out and see if i can make my dm let me play one.
    Yeah! The swords kind of change the perspective on the class. As a setting-wise item class, it'd work.
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    It should be pretty much identical to more standard classes at early levels. After all, that's not where they need a buff.

    So, please pump Dex as high as possible, but keep Str high enough to be relevant to deal more damage...
    Don't see how this is at all problematic.
    Swordsage wants Dex/Con/Wis and maybe Str. Warblade wants the same, with more Str and Int instead of Wis. Crusader swaps Wis for Cha. Spellcasters want their mental ability, then Con then Dex. I don't think asking you to pay attention to Str after your Dex and Con is a big request.

    Besides, precision damage is reasonably reliable at low levels. If you're that bothered, take martial study/stance and get Shadow Blade.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Quote Originally Posted by Lix Lorn View Post
    Don't see how this is at all problematic.
    Swordsage wants Dex/Con/Wis and maybe Str. Warblade wants the same, with more Str and Int instead of Wis. Crusader swaps Wis for Cha. Spellcasters want their mental ability, then Con then Dex. I don't think asking you to pay attention to Str after your Dex and Con is a big request.
    The problem is thus: When I look at the beastmaster class, I think Wow, I would totally give up being a druid to get this many animal companions and cool other abilities! With the myrmidon, from a combat perspective, I see very little incentive for my to choose it because it's so squishy. The myrmidon is awesome for the non-combat stuff: Lots of it is interesting, creative and fun.

    Every class wants Con; Swordsages don't need Str because they have maneuvers.Similarly, Int for a Warblade is icing on the cake of potent maneuvers with an easy recovery mechanic, along with a d12 hit die and a Concentration check for important Will saves.

    So if a dude held a pistol up to this Myrmidon character and instructed him to ask "If i feel lucky, punk?" this myrmidon would do little but cry while dying from gunshot wounds; In any FE game not Awakening they would say $(&%# PLEASE I AM SO LUCKY YOU HAVE NO IDEA
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Quote Originally Posted by Dragonus45 View Post
    As a die hard fire emblem fan, who also thinks myrmidons are the coolest class available i heartily approve. I'll have to go over all the talents in more detail but so far i'm liking this class so much im gonna have to print it out and see if i can make my dm let me play one.
    I heartily agree. And I really don't mind pumping Dex into this thing. Hopefully I can get it like Joshua in Sacred Stones. (I have a better chance of getting a critical hit than the enemy does of hitting me. My record is a 0% chance of being hit)

    But seriously. This seems fun for getting a lot of crits. Only catch is that I'm not seeing much out-of-combat versatility.
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Quote Originally Posted by Razanir View Post
    I heartily agree. And I really don't mind pumping Dex into this thing. Hopefully I can get it like Joshua in Sacred Stones. (I have a better chance of getting a critical hit than the enemy does of hitting me. My record is a 0% chance of being hit)

    But seriously. This seems fun for getting a lot of crits. Only catch is that I'm not seeing much out-of-combat versatility.
    Joshua is my Husbando! Actually, he's a great frame-of-reference for this idea. Thing is, Joshua is made up of matter from the Elemental Plane of Luck, an aspect (sadly) not reflected well-enough here.

    Ah, I can vouch for its out-of-combat versatility. There's lots of potential, BUT if there was a luck ability that could be used, it would have so much more out-of-combat versatility.

    Lix, please add a luck component!! Edit: Do I have to beg??
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Quote Originally Posted by ~Corvus~ View Post
    Joshua is my Husbando! Actually, he's a great frame-of-reference for this idea. Thing is, Joshua is made up of matter from the Elemental Plane of Luck, an aspect (sadly) not reflected well-enough here.

    Ah, I can vouch for its out-of-combat versatility. There's lots of potential, BUT if there was a luck ability that could be used, it would have so much more out-of-combat versatility.

    Lix, please add a luck component!! Edit: Do I have to beg??
    It was even fairly early in the game. Ch. 5 and he could already dodge ALL attacks (from some enemies)
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    Quote Originally Posted by Razanir View Post
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Quote Originally Posted by Razanir View Post
    It was even fairly early in the game. Ch. 5 and he could already dodge ALL attacks (from some enemies)
    That's pretty standard for a Sacred Stones run. The Luck bonus that Joshua has provides a massive boost to evasion (And to hit, and crit chance, and--funny enough--stat growth). The only reliable way to get him hit/killed early on is to send him into the Arena the same level you get him. Even then, he'll dodge about half or more of the encounters. (Once, he went up against a Wyvern Knight and still killed it. Bwahaha)
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    The problem is that FE isn't balanced the same way as d&d. If I let you get so much dodge you can't be hit, it's OP. If I let you get so much crit it's not a question, it's OP.

    I might be able to do something with luck rolls, though. Could be fun.
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Quote Originally Posted by Lix Lorn View Post
    The problem is that FE isn't balanced the same way as d&d. If I let you get so much dodge you can't be hit, it's OP. If I let you get so much crit it's not a question, it's OP.
    I agree very much with this sentiment. Joshua is a special case of a Myrmidon that is as much a munchkin as possible. Even so, if there's a system for upping the damage in a non-emblem system and, more importantly, increasing the AC a little, that would be phenomenal.

    Quote Originally Posted by Lix Lorn View Post
    I might be able to do something with luck rolls, though. Could be fun.
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    Default Re: The Myrmidon, the Swordmaster, and the Assassin [3.5 Fire Emblem]

    Cool. I'll get to that, somepoint between now and the heat death of the universe...
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    Quote Originally Posted by Thanqol View Post
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