Tom Baumbach wrote:
If I saw this class in a 3rd party rule book, and you could use both abilities at the same time, it would, at the very least, raise my eyebrows. Whether or not it is "unbalancing"... who can say? Dig this thread up after you've played with it a while and let us know.
I'm going to be using it as an NPC for now. The player I made this for is a friend, but he's on the road all the time and can't play (thanks to the economy, he had to take a job driving trucks cross-country).
Tom Baumbach wrote:
mdt wrote:
Ok, I need to clear that up. What it was supposed to do was make it so you couldn't get all your skill bonuses based off character level, you had to put the skill points into...
The 3.5 bard method of detailing bardic music might apply here: "A lore knight of 6th level with at least 6 ranks in Knowledge (whatchamahoozit)..."
Yep, that works well. I'll reword everything and post it up here today when I get time. Works been busy lately.
Tom Baumbach wrote:
Mine does not, nor does the PRD. Edit: I only checked the Acrobatics section... if "tumble" is used elsewhere... well you should still change it, since you're referencing using the Acrobatics skill.
PRD, combat wrote:
Tumbling: A trained character can attempt to use Acrobatics to move through a square occupied by an opponent (see the Acrobatics skill).
Tumbling is an official mode of movement, only used when making acrobatics checks to move through an enemies threatened square. That's why I used it, because it's the official name of the mode of movement being used.
mdt wrote:
If you have specific examples, not all of them, but examples of things you feel should have been capitalized or not, and formatting you feel is off, please let me know. I'm open to suggestions, obviously.
Skills should be capitalized (Survival, not survival; there are others), it should be "Heal checks" not "Healing checks", class abilities are not capitalized. Also, please don't read these style criticisms as trite or overbearing - I wouldn't mention them if I didn't like the class and want it to live up to its potential.
mdt (Pathfinder Roleplaying Game, GameMastery Maps Subscriber), Sun, Nov 1, 2009, 05:18 PM
Pathfinder 11 Druid 2 avatar
Ok, that's a working title, but I've had a request from one of my players for a class that's basically a skill based Knight.
He tried it previously with a Bard/Knight, and it was ok, but he really didn't like the magic or the BAB loss. He's looking for something with a bit of buffing capability (Similar to a Marshal), the Knight's ability to hold the line, a full bab, and all the Knowledge skills (lore skill). Before I go make one up from scratch, I was hoping someone might have some suggestions on existing 3PP classes that are similar. I don't remember any skill based front line types, so it's an unusual concept to do, and multiclassing really doesn't work for it entirely.
Cheliax DM_aka_Dudemeister (Pathfinder Adventure Path Subscriber), Sun, Nov 1, 2009, 05:26 PM
Mask avatar
High Int Swasbuckler?
Maybe take a few cross-class skills in Knowledge?
You'll either need to convert the 3.5 version from Complete Warrior, or you can pick up the Pathfinder version from: Here
Reviews say it's pretty good.
mdt (Pathfinder Roleplaying Game, GameMastery Maps Subscriber), Sun, Nov 1, 2009, 05:44 PM
Pathfinder 11 Druid 2 avatar
I got the Tome, and the Swashbuckler in there is very good, but that's not really the flavor. This is more the 'full plate mail', knights code, honorable combatant but not the stupid knight errant like in Knight's Tale. This is the highly trained and charismatic Knight like King Arthur, raised in the knowledge and lore of history, all knowledge skills class skills, and uses that knowledge in his battles.
Think about the commander knight that looks at the enemy formations and says "Ah, they are using a modified Robelar strategy, more than likely they have cavalry out of sight in the forests over there, ready to ride around and flank us." Points to the forests to the east. "Send some scouts to find them and set trip snares. Those heavily armored things in the center appear to be half-fiend goblins, have the archers concentrate on them to soften them up when the battle starts. This reminds me of when Groven the Great battled the Orc Hordes at the battle of Tinemath, what he did was..."
stonechild, Sun, Nov 1, 2009, 05:50 PM
Pathfinder 6 Ranger avatar
Just add knowledge (war) to his class skills. Historically a knight would have been more likely to know perform skills such as dance or oratory than knowledge ones. Heck, Charlemagne didn't even know how to read and he was an emperor.
mdt (Pathfinder Roleplaying Game, GameMastery Maps Subscriber), Sun, Nov 1, 2009, 05:54 PM
Pathfinder 11 Druid 2 avatar
stonechild wrote:
Just add knowledge (war) to his class skills. Historically a knight would have been more likely to know perform skills such as dance or oratory than knowledge ones. Heck, Charlemagne didn't even know how to read and he was an emperor.
Ah, but not going for historical reality precisely, more for the mythic feel of someone who's trained as much in the mind as physically. I'm thinking something like the Dark Knowledge ability of the Archivist or the Lore ability, combined with an inspiration ability and martial prowess. Someone who's a good front line fighter but who also analyzes his opponents, both individually and strategically.
stonechild, Sun, Nov 1, 2009, 06:07 PM
Pathfinder 6 Ranger avatar
Dark knowledge is limited. Heck, I'd just say give a bard full BaB, armor proficency and remove their spell casting. Maybe remove perform from their skill list and give him 4 + Int in skill points. Call him a warlord and be done with it.
There is a Warlord class in the Tome of Secrets. I find it a little much, but it might work for you.
kyrt-ryder, Sun, Nov 1, 2009, 06:10 PM
stonechild wrote:
Dark knowledge is limited. Heck, I'd just say give a bard full BaB, armor proficency and remove their spell casting. Maybe remove perform from their skill list and give him 4 + Int in skill points. Call him a warlord and be done with it.
There is a Warlord class in the Tome of Secrets. I find it a little much, but it might work for you.
A little much? What do you mean by that Stonechild? What do you dislike about the class?
mdt (Pathfinder Roleplaying Game, GameMastery Maps Subscriber), Sun, Nov 1, 2009, 06:23 PM
Pathfinder 11 Druid 2 avatar
Hmmm,
Went and looked at the warlord again. Not a bad basis, and I have it already. Need to tweak it some, take away a few things, add some more. Maybe base the bonuses off knowledge skill ranks instead of off character level. That would be a good mechanic to represent the class. Not sure if I should up the skill points per level or not, 4 is ok, 6 at most. Deffinately not 8.
stonechild, Sun, Nov 1, 2009, 06:36 PM
Pathfinder 6 Ranger avatar
kyrt-ryder wrote:
stonechild wrote:
Dark knowledge is limited. Heck, I'd just say give a bard full BaB, armor proficency and remove their spell casting. Maybe remove perform from their skill list and give him 4 + Int in skill points. Call him a warlord and be done with it.
There is a Warlord class in the Tome of Secrets. I find it a little much, but it might work for you.
A little much? What do you mean by that Stonechild? What do you dislike about the class?
It was the bonus feats that put it over the top for me.
Also the ranges on the powers change distance with out any rhyme or reason that I can see. If everything was 10 I'd say okay, but some abilities are 10/point of CHA, some are 30 feet, some are sight, some are 30 feet + class lev. So it's not a very consistant mechanic.
And lastly Inspiration is too powerful, way too many temp hit points IMO, perhaps 1d6/ 4 or 5 levels, and it would be better served as a once per day thing.
I understand what they were trying to do with feel of the class, I think, but overall it just seems a little too powerful to me.
kyrt-ryder, Sun, Nov 1, 2009, 06:43 PM
stonechild wrote:
kyrt-ryder wrote:
stonechild wrote:
Dark knowledge is limited. Heck, I'd just say give a bard full BaB, armor proficency and remove their spell casting. Maybe remove perform from their skill list and give him 4 + Int in skill points. Call him a warlord and be done with it.
There is a Warlord class in the Tome of Secrets. I find it a little much, but it might work for you.
A little much? What do you mean by that Stonechild? What do you dislike about the class?
It was the bonus feats that put it over the top for me.
Also the ranges on the powers change distance with out any rhyme or reason that I can see. If everything was 10 I'd say okay, but some abilities are 10/point of CHA, some are 30 feet, some are sight, some are 30 feet + class lev. So it's not a very consistant mechanic.
And lastly Inspiration is too powerful, way too many temp hit points IMO, perhaps 1d6/ 4 or 5 levels, and it would be better served as a once per day thing.
I understand what they were trying to do with feel of the class, I think, but overall it just seems a little too powerful to me.
Eh, I'm no stranger to repeatable temporary hit points. In my houserules the barbarian gains his rage hp bonus as temp HP that refreshes each round, and spells/effects (inspire greatness for example) that grant temporary HP refresh them every round, so that's not something that would bother me.
I'll agree with you though, the range thing is a little weird. I'd have to look at the class to get a better picture though, since some different abilities would make sense with different ranges. (otherwise, why would spells have different ranges lmao)
mdt (Pathfinder Roleplaying Game, GameMastery Maps Subscriber), Sun, Nov 1, 2009, 06:53 PM
Pathfinder 11 Druid 2 avatar
stonechild wrote:
kyrt-ryder wrote:
stonechild wrote:
Dark knowledge is limited. Heck, I'd just say give a bard full BaB, armor proficency and remove their spell casting. Maybe remove perform from their skill list and give him 4 + Int in skill points. Call him a warlord and be done with it.
There is a Warlord class in the Tome of Secrets. I find it a little much, but it might work for you.
A little much? What do you mean by that Stonechild? What do you dislike about the class?
It was the bonus feats that put it over the top for me.
Also the ranges on the powers change distance with out any rhyme or reason that I can see. If everything was 10 I'd say okay, but some abilities are 10/point of CHA, some are 30 feet, some are sight, some are 30 feet + class lev. So it's not a very consistant mechanic.
And lastly Inspiration is too powerful, way too many temp hit points IMO, perhaps 1d6/ 4 or 5 levels, and it would be better served as a once per day thing.
I understand what they were trying to do with feel of the class, I think, but overall it just seems a little too powerful to me.
Yeah,
I'm thinking of something like the following :
Toss inspiration.
Pump skill points up to 6.
Add all knowledge skills.
Set up a mechanic that gives +1 per four ranks in a specific skill, one at a time. Something like this :
• Arcana +N for Saves vs Spells
• Dungeoneering +N to Saves vs Traps
• Engineering +N to Crafting
• Geography +N*5 to Speed for overland travel only
• History +N to AC vs specific enemy
• Local +N to Charisma skill checks
• Nature +N to Perception checks
• Nobility +N to Diplomacy and Linguistics
• Planes +N to save vs Outsider special attacks
• Religion +N to saves vs Fear effects
The radius for all special abilities would be 10 ft + 5ft/2 ranks, max 60 feet.
Again, just a start, but where my thinking is going. Also get rid of Combat Leader and Commanding Presence. Actually, pretty much all his special abilities except hold the line and bonus feats, then need to come up with another special ability or two that's lore based.
Sigurd, Monday, 04:07 PM
Dwarf Merchant Final avatar
Sounds like you want a secular cleric.
Cleric BAB
Thief Skill points
Bard Skill selection
Ranger or Paladin Spell progression & Spells.
He's got to give up something if he's not a full meat shield.
S
mdt (Pathfinder Roleplaying Game, GameMastery Maps Subscriber), Monday, 04:12 PM
Pathfinder 11 Druid 2 avatar
Sigurd wrote:
Sounds like you want a secular cleric.
Cleric BAB
Thief Skill points
Bard Skill selection
Ranger or Paladin Spell progression.
He's got to give up something if he's not a full meat shield.
S
No spells at all, that was the beef with the multiclassed knight/bard, the player didn't want any spells, just skills, the ability to fight, and some special abilities based off his skills.
I actually finished it up last night and he likes it. I didn't find it too over the top, so I posted it up to the PathfinderDB site, should be up today or tomorrow.
EDIT: Ended up with : Fighter BAB, Bard Skill Points, Fighter skills + Knowledge (All), no spells, Some ability to give buffs to his friends (kind of like a martial), and some knight fighting maneuvers.
mdt (Pathfinder Roleplaying Game, GameMastery Maps Subscriber), Tuesday, 11:11 AM
Pathfinder 11 Druid 2 avatar
The final version of this is up at PathfinderDB if you are interested.
Sigurd, Tuesday, 11:49 PM
Dwarf Merchant Final avatar
I'm curious to see how it does in play.
I think its way overpowered, but then I'm just digesting Pathfinder.
S
mdt wrote:
The final version of this is up at PathfinderDB if you are interested.
mdt (Pathfinder Roleplaying Game, GameMastery Maps Subscriber), Wednesday, 04:41 AM
Pathfinder 11 Druid 2 avatar
Sigurd wrote:
I'm curious to see how it does in play.
I think its way overpowered, but then I'm just digesting Pathfinder.
S
mdt wrote:
The final version of this is up at PathfinderDB if you are interested.
Just curious where you consider it to be overpowered compared to the other classes.
Osirion Tom Baumbach (Pathfinder Adventure Path Subscriber), Yesterday, 02:16 PM
Runelords God Symbols FINAL avatar
Major Criticisms:
1) Tactical acumen and tactical command should start out requiring move actions, then progress to swift at 10th level. They should remain separate abilities, requiring separate activations.
2) Preventing the withdraw action is pretty harsh (not to mention a little hard to visualize). Perhaps changing it to something like "all terrain is considered at least difficult while taking the withdraw action."
3) This is a pretty heavily front-loaded class: two of the 1st-level abilities scale with character level, not class level. Plus you get tower shields (which, thematically, I don't agree with, but it's understandable that your vision won't match mine). At the very least reword acumen and command to scale with class level rather than skill ranks (or both, if that's important to you). You might also consider moving tactical initiative to a later level.
4) Let the fighter be the fighter; I see no reason to allow the lore knight access to figher-only feats. If this is a desired result of the class, it should be included via bonus feats.
Minutia:
1) The lore knight's code isn't very restrictive at all; makes me wonder why there is one.
2) I'm not sure a circumstance bonus is the right bonus type for tactical command. Competence, maybe morale, maybe a new type (command?).
3) "Knowledge (Nobility & Royalty): Allies gain a bonus to diplomacy and charisma checks." This is redundant and leaves room for misinterpretation.
4) "Special attack," as used by the Knowledge (planes) and Knowledge (religion) abilities: what defines a special attack? Trip, Grab, Rake? Vital Strike, Power Attack? As far as I can tell, this phrase grants a bonus versus far too many abilities or it does nothing.
5) I am of the opinion that tactical initiative's 10th level upgrade should be a feat (with "Prerequisite Knight level Xth", say three-to-five levels later than whenever the knight gets the tactical initiative ability).
Generic Advice:
It's not necessarily wrong, but it is a sign of... weakness/laziness/something negative to use incorrect terminology: rewrite the sections that involve "tumbling" to use Acrobatics. Along the same lines, lots of things need capitalization and correct formatting. (If you don't care about your design, why should anyone else?) Also along the same lines, the only reason I made the effort to provide helpful criticism was the fact that it is presented in an familiar, easy-to-read format, so well-done there.
mdt (Pathfinder Roleplaying Game, GameMastery Maps Subscriber), Yesterday, 03:38 PM
Pathfinder 11 Druid 2 avatar
Tom Baumbach wrote:
Major Criticisms:
1) Tactical acumen and tactical command should start out requiring move actions, then progress to swift at 10th level. They should remain separate abilities, requiring separate activations.
Hmmm.
Ok, that's a valid criticism. I'll probably make that change. Thanks for pointing that out. I was imagining it as an ongoing thing though, basically giving up the swift action every round to keep it going. So... a move action 1-9 to activate and a swift to maintain, then a swift to activate at 10+ and free to maintain?
Again, why I was saying you could use them both at the same time was, that if you were giving up your swift action each round, you needed a statement saying they were usable at the same time or else you could only do one or the other.
Tom Baumbach wrote:
2) Preventing the withdraw action is pretty harsh (not to mention a little hard to visualize). Perhaps changing it to something like "all terrain is considered at least difficult while taking the withdraw action."
Easy for me to visualize, backing the person into a corner, putting them in a position where it's suicidal to withdraw (as in, only an absolute moron would turn his back right now because I'll split your skull open). It requires a successful maneuver check, and he can only do it once per round.
Tom Baumbach wrote:
3) This is a pretty heavily front-loaded class: two of the 1st-level abilities scale with character level, not class level. Plus you get tower shields (which, thematically, I don't agree with, but it's understandable that your vision won't match mine). At the very least reword acumen and command to scale with class level rather than skill ranks (or both, if that's important to you). You might also consider moving tactical initiative to a later level.
Ok, I need to clear that up. What it was supposed to do was make it so you couldn't get all your skill bonuses based off character level, you had to put the skill points into the skill. So, I guess I need to add a paragraph that says :
The maximum bonus that the Lore Knight can gain is either his Skill/4, or his Class Level/4, whichever is lower. I think now you can see what I was going for, if they don't feel the need to put ranks into Knowledge (Religion) for example, then they shouldn't gain any bonus for it. You are correct though that I neglected to think of the effect of multiclassing.
To the tower shields, honestly I just copy/pasted Knight proficiencies. Upon thinking about it, you're right, tower shields don't make a lot of sense for someone trying to keep an eye on the field and move around as needed and assert tactical control. I'll remove the tower shield.
Tactical Initiative... Hmmm... I don't suppose it would hurt to move it level 4 and fill in that blank level.
Tom Baumbach wrote:
4) Let the fighter be the fighter; I see no reason to allow the lore knight access to figher-only feats. If this is a desired result of the class, it should be included via bonus feats.
I didn't want to give the class any bonus feats, I think he's getting plenty of abilities without giving him another 3-4 feats. That's why I did it the way I did.
Tom Baumbach wrote:
Minutia:
1) The lore knight's code isn't very restrictive at all; makes me wonder why there is one.
I think it is. But then again, I've had people howl in my game when enemies try to surrender rather than be killed, and someone else accepts that surrender and insists they do too.
Tom Baumbach wrote:
2) I'm not sure a circumstance bonus is the right bonus type for tactical command. Competence, maybe morale, maybe a new type (command?).
Actually I looked at that the other day and realized with one of those 'Duh!' moments that it should have been an insight bonus.
Tom Baumbach wrote:
3) "Knowledge (Nobility & Royalty): Allies gain a bonus to diplomacy and charisma checks." This is redundant and leaves room for misinterpretation.
Yeah, that needs to be cleared up.
Tom Baumbach wrote:
4) "Special attack," as used by the Knowledge (planes) and Knowledge (religion) abilities: what defines a special attack? Trip, Grab, Rake? Vital Strike, Power Attack? As far as I can tell, this phrase grants a bonus versus far too many abilities or it does nothing.
Spell or Spell-like abilities (including channel energy, dragon breath, etc) and anything under the Special Qualities block. It wouldn't help vs a trip attack, or a grapple, or a bite or claw. It would against a Charm Person, or Paralysis, or Channel Negative Energy. Also, note it's a bonus to saving throws. You don't get saving throws vs Trip, Grab, Rake, Vital Strike, Power Attack, etc. So those are automatically tossed out.
Tom Baumbach wrote:
5) I am of the opinion that tactical initiative's 10th level upgrade should be a feat (with "Prerequisite Knight level Xth", say three-to-five levels later than whenever the knight gets the tactical initiative ability).
Not sure I agree with that, but I'll think it over.
Tom Baumbach wrote:
Generic Advice:
It's not necessarily wrong, but it is a sign of... weakness/laziness/something negative to use incorrect terminology: rewrite the sections that involve "tumbling" to use Acrobatics. Along the same lines, lots of things need capitalization and correct formatting. (If you don't care about your design, why should anyone else?) Also along the same lines, the only reason I made the effort to provide helpful criticism was the fact that it is presented in an familiar, easy-to-read format, so well-done there.
Well, that's the problem. If you look in the core book, it talks about tumbling, not acrobatics. And under Acrobatics, it talks about tumbling checks. If you look in combat it talks about tumbling as well. So, if I use "Acrobatics checks" instead of "Tumbling" as it uses in Combat, I'm afraid I'll bring about confusion as well. Believe me, I rewrote that section 3 times and went back and forth between 'Acrobatics' 'Tumbling' and 'Acrobatics (Tumbling)'.
I thought I got most of the capitalization right. If you have specific examples, not all of them, but examples of things you feel should have been capitalized or not, and formatting you feel is off, please let me know. I'm open to suggestions, obviously.
And yes, I tried to keep it in a format that made sense. Fortunately the webmaster over at Pathfinder DB worked hard to do so as well.
Osirion Tom Baumbach (Pathfinder Adventure Path Subscriber), 7 hours, 10 minutes ago
Runelords God Symbols FINAL avatar
mdt wrote:
I was imagining it as an ongoing thing though, basically giving up the swift action every round to keep it going. So... a move action 1-9 to activate and a swift to maintain, then a swift to activate at 10+ and free to maintain?
Agree.
mdt wrote:
Again, why I was saying you could use them both at the same time was, that if you were giving up your swift action each round, you needed a statement saying they were usable at the same time or else you could only do one or the other.
If I saw this class in a 3rd party rule book, and you could use both abilities at the same time, it would, at the very least, raise my eyebrows. Whether or not it is "unbalancing"... who can say? Dig this thread up after you've played with it a while and let us know.
mdt wrote:
Ok, I need to clear that up. What it was supposed to do was make it so you couldn't get all your skill bonuses based off character level, you had to put the skill points into...
The 3.5 bard method of detailing bardic music might apply here: "A lore knight of 6th level with at least 6 ranks in Knowledge (whatchamahoozit)..."
mdt wrote:
Well, that's the problem. If you look in the core book, it talks about tumbling, not acrobatics.
Mine does not, nor does the PRD. Edit: I only checked the Acrobatics section... if "tumble" is used elsewhere... well you should still change it, since you're referencing using the Acrobatics skill.
mdt wrote:
If you have specific examples, not all of them, but examples of things you feel should have been capitalized or not, and formatting you feel is off, please let me know. I'm open to suggestions, obviously.
Skills should be capitalized (Survival, not survival; there are others), it should be "Heal checks" not "Healing checks", class abilities are not capitalized. Also, please don't read these style criticisms as trite or overbearing - I wouldn't mention them if I didn't like the class and want it to live up to its potential.
I am on the verge of taking this class, making an NPC, and inserting him into my campaign based solely on liking the material. That happens rarely, even including "professional" content.
LOL,
Don't know why I'd take it personally. It's an untried class. Feedback is appreciated. :) And thanks for the compliment.
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