Not all souls are equal. Perhaps if you were to increase your AIV (afterlife index value)?
Also to consider: how many kilo-nazis do you expect this endeavor will require to get off the ground? What kind of kN return do you expect on this investment? You'll be in the red for awhile.
Its a safe bet to steer clear of them altogether, but as I'm sure we all know some GMs will let different stuff slide, and some appreciate "stupid" choices made for the sake RP/background/flavor.
Were I to implement a system in the style you describe I fear it would be akin to Rogue Talents. I don't think I would have as much fun writing that as I have this point based system.
In response to the above mention of a bard of this sort, I would be interested in reading that. Back in the 3.5 days I devised a tactical feat (if you remember those) that did something like that - a mixture of swordplay and performance.
I am considering an ability to use cha in place of con for checks to stabilize when dying. I find it thematically fun, but only a small boost mechanically. This may replace the Panache ability adding cha to acrobatics.
There are several changes in version 3, some small. For the stances I have included both the School name and the animal that originally inspired it. Every school needs a mascot.
Basic Stuff:
Alignment: Any
Hit Dice: d10
Starting Wealth: 3d6 x 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The bravo's class skills are: acrobatics (dex), bluff (cha), climb (str), craft (int), diplomacy (cha), escape artist (dex), intimidate (cha), knowledge local (int), knowledge nobility (int), perform (cha), ride (dex), sense motive (wis), and swim (str).
Weapon and Armor Proficiency
A bravo is proficient with all simple and martial weapons and with light armor.
AC Bonus (Ex)
The bravo uses distracting and suggestive movement to confuse and mislead his foes. When unarmored and unencumbered with at least one hand free, the bravo adds his Charisma bonus to his AC and CMD. In addition, the bravo gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four bravo levels thereafter, up to a maximum of +5 at 20th level.These bonuses to AC apply even against touch attacks. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Feint (Ex)
The bravo gains Improved Feint as a bonus feat when he wields a bravo weapon, and adds half his level to Bluff checks made feint in combat. The bravo's attacks deal 1d6 extra damage with bravo weapons anytime his target would be denied it's Dexterity bonus to AC. This extra damage increases by 1d6 at 5th level and every five levels thereafter.
Weapon Finesse
The bravo gains Weapon Finesse as a bonus feat when he has at least one hand free. Light and one-handed weapons with which he is allowed to use his dexterity modifier in place of his strength modifier to make attacks with are referred to as bravo weapons.
Stances (Ex)
The bravo studies fighting styles to better take advantage of his opponent and the terrain. At 2nd level he learns one stance from the list below. The bravo can maintain his stances for a number of rounds per day equal to twice his level plus his intelligence modifier. Entering a stance is a swift action. While in a stance he gains a +1 bonus to CMD and the benefit listed in the stance. Beginning at 4th level can choose to spend 1 point from his Panache pool when entering a stance to add his intelligence bonus to the listed item.
-Aldori (Fox): +1 bonus to saving throws. Panache: Bluff and Sense Motive skill checks.
-Broylin (Cobra): +2 bonus to attack rolls to confirm critical threats with bravo weapons. Panache: the damage roll of one attack with a bravo weapon he makes once per turn.
-Hallov (Wolf): +2 bonus to his CMB when using dirty trick, disarm, or reposition. Panache: dodge bonus to AC against attacks of opportunity provoked by initiating a combat maneuver.
-Lannish (Lion): +1 bonus to attack rolls made with bravo weapons against creatures larger than him. Panache: Diplomacy and Intimidate skill checks.
-Silveri (Hare): +10 feet bonus to land speed. Panache: dodge bonus to AC against attacks of opportunity.
Ending a stance is a free action. A stance ends if the bravo is immobilized or helpless. At 6th level and every four levels thereafter the bonus to CMD increases by +1 and he learns one additional stance.
Improved Weapon Finesse (Ex)
At 3rd level the bravo can add his dexterity modifier instead of his strength modifier to damage rolls with bravo weapons.
Panache (Ex)
At 4th level, a bravo gains a pool of points - representing skill and style - used to accomplish amazing feats. The number of points in a bravos's panache pool is equal to 1/2 his bravo level + his charisma modifier. As long as he has at least 1 point in his panache pool he gains the following bonuses:
At 4th level he can add his charisma bonus to acrobatic checks.
At 8th level he can add his charisma bonus to his CMB when using dirty trick, disarm, or reposition.
At 12th level he can add his charisma bonus to Will saves against compulsion effects.
By spending 1 point from his panache pool, a bravo can perform one of the following:
-Lunge: as a standard action the bravo can move one quarter his speed and make a single attack with a bravo weapon at his highest BAB.
-Parry: as an immediate action the bravo wielding a bravo weapon gains a +4 shield bonus to AC against a single attack.
-Riposte: the bravo can make an attack of opportunity with a bravo weapons against an opponent who just missed him with an attack.
Compound Attack (Ex)
At 6th level, as a standard action, the bravo can attempt to feint in combat and then make a single melee attack with a bravo weapons at his highest BAB.
Unhindered Action (Ex)
At 7th level, when the bravo successfully feints an opponent, it take a -4 penalty to attacks of opportunity against him until the beginning of his next turn.
Critical Weapon Finesse (Ex)
Beginning at 9th level, the critical threat range of a bravo weapon doubles while the bravo is in a stance. This does not stack with the Improved Critical feat, the Keen weapon enhancement, or similar effects.
Improved Compound Attack (Ex)
At 11th level, as a standard action, the brave can attempt to feint in combat and then make a single attack with a bravo weapon at his highest BAB, rolling two times and using the highest result.
Surprise Maneuver (Ex)
At 13th level, when in a stance, the bravo can attempt a dirty trick, disarm, or reposition combat maneuver as an immediate action against an opponent he threatens who has missed him with an attack.
Greater Compound Attack (Ex)
At 16th, as a standard action, the bravo can attempt to feint in combat and then make a single attack with a bravo weapon at his highest BAB, rolling three times and using the highest result.
Just for my own curiosity, what do you not like? Is it that I recycled a mechanic? Is it the limit on uses of a class feature, as fighters and rogues can do their stuff all day long?
I'm pretty sure you can still make an aoo when you have lost your dex bonus to ac. That is pretty specific. Flat footed is a big can of worms. Very different.
And yes it is quite like ki pool. I could have modeled it after any of the others but I liked this the best.
I'm laughing right now because I have been toning things down from the first draft!
I understand the rounds thing, like you said most classes have their limits. Since I included a way to spend panache and the basic bonus is small I suppose I could drop the rounds.
I looked online for names and information on some fencing stances but didn't find what I thought was helpful. The animal names were easier, gave me some inspiration, and are less setting specific. There are fencing grips whose names I know, but that is not a route I wanted to go. I will consider naming schools for stances.
For those of you know the name Wrecen, this long time online gaming community contributor (Mark Monack in the real world) has passed. I do not think he posted here on Paizo, but there are threads about him on Wizard's and GITP's forums if you wish to find out more. I understand his wife is reading them, and any recollections or kind words would surely be a comfort to her.
Clever jacks up too many skills - diplomacy, bluff, intimidate, disguise, use magic device, handle animal, and all perform skills. By minimizing cha and pumping int the rogue gets the ability score bonus AND more skills. A skill trick to use dex in place of str for climb and swim would be more in line, power wise, in my humble opinion.
Word on the street isn't quite as bad. I would require that the knowledge check be made as part of a diplomacy/gather information check. Thematically it makes sense.
Cunning Ruse, Honor AMong Thieves, etc, all the talents that give a +10. Too much.
On the other hand I think Canny Sleuth, Canny Defense, and Banter are very clever.
And you need mega man in a D&D game? AND you need it balanced? I am curious why. I like the system too so i understand wanting to stay within it, but why not a system that caters to sci fi?
He could get rich, but he can't meet any girls, go out for drinks with his friends, or otherwise blow have fun. Once he has a pile of cash he cannot have nice clothes, move into better lodgings, or purchase a mount - all things befitting a man of wealth.
The write up is too long and too open to interpretation.
1) You lowered the bonus to ability scores. Or, are these in addition to the standard +4? Also, is the +2 hp per level because of the con bonus or are they in addition to it?
2) Immunities are a pretty big thing, particularly at 1st level. I notice that most of the spells are Will save. Does a bonus to will saves not cover these? The vulnerability to one specific spell has no place. And thematically I see no sense in giving a barbarian vulnerability to a fort based spell.
3) There are no punching and wrestling rules, nor are there KO rules. Perhaps you want a resistance of some kind to non-lethal damage?
4) DM control of hp. I say no primarily because I see no purpose in additional paperwork for the GM, and because I see it as unneeded GM control over a player's character.
5) He must attack an enemy whenever possible. What happens if he does not? Does the GM control him?
6) No cover from missile attacks. What happens if a low wall is between the barbarian and an archer? Is the attack penalty ignored? If you mean that he MAY not take cover from them, how is that enforced? is there a penalty? Does the Gm take control of the character?
7) Might attack allies. Too messy. This has been tried in the past. Nothing drives a group apart like in-party kills, and this is what you're asking for.
8) Delayed effect of healing spells. Hello dead, I'm here. As with the spell immunity, a save bonus would be more appropriate. Look at the barbarian's superstitious rage power. It might assist your intention.
9) What is a taunt? This is not a standard mechanic in pathfinder, but rather an ability available to specific characters and creatures.
Overall, it seems like the penalties vastly outweigh the benefits. This barbarian variant doesn't actually seem any better at killing things - just better at dying.
I always want a better initiative bonus, but very few of my characters take the feat. Mostly just those with sneak attack. I had a wizard who had a fantastic initiative bonus - the best of any character I've ever had, with whom I almost always delayed. Sigh...
Discipline: What I would personally like to see is a numeric bonus that scales at the existing rate, but can be applied to one of a number of things, chosen at 2nd level, such as:
1) one of the three saves
2) a bonus to a skill of choice, and it becomes a class skill
3) bonus to touch ac
4) bonus to ac vs aoo
This would be a more customizable, and because of that more fun. A simple bonus to fear saves should be twice the listed bonus. Too specific.
As far as the skills go, I love skill points, but part of me says keep it at 2 points. The fighter's "skills" are with his armor, weapons, and combat tricks.
Some of the latest feedback, I think, is coming the first version instead of the second, but I'll try to make sense of it.
I trimed down Feint once, and I can do it again. Its a habit of mine to overdo it on the initial creation. I have lots of ideas and want to make them all fit in. The mention of hit dice was to make it useless with a one level dip, but its true that its overly complicated. I'm not sold on changing the bonus damage to simply sneak attack. I'm willing to listen to input on that though.
Stances & feint in combat conuses:
The AC bonuses copy the gunslingers, but instead of being constant only kick in while a stance is in play, which has a rounds per day limit. Should I drop the AC bonus and replace it with the bonus to a feint check?
melee attacks!
I will go through and include what must be a melee action, so that we don't have dirty tricks happening at 60 feet.. Good catch. Honestly, some of the higher level features I was grasping at straws. I'm more attached to the lower level ones.
attacks of opportunity
I believe I already removed references to negating AoOs, but I may have missed something.
Stances
I like the suggestion of an alternate defense bonus. I will consider that.
Uncanny Defense.
This is something I had wanted to work into the class. Possibly evasion too, but I did want to avoid using other class's features.
***
Feint (Ex)
The bravo gains Improved Feint as a bonus feat as long as he weilds a bravo weapon. The bravo's attacks deal 1d6 extra damage with bravo weapons anytime her target would be denied it's Dexterity bonus to AC. This extra damage increases by 1d6 at 5th level and every five levels thereafter.
Stances (Ex)
The bravo studies fighting styles to better take advantage of his opponent and the terrain. At 2nd level he learns one stance from the list below. The bravo can maintain his stances for a number of rounds per day equal to twice his level plus his intelligence modifier. Entering a stance is a swift action. While in a stance he gains a +1 bonus to CMD as long as he wears light or no armor. Beginning at 4th level can spend 1 point from his Panache pool when entering a stance to add his intelligence bonus to the listed item.
-Cobra: +2 bonus to attack rolls to confirm critical threats with bravo weapons. Panache: the damage roll of one attack with a bravo weapon he makes on his turn.
-Fox: +1 bonus to saving throws. Panache: Bluff and Sense Motive skill checks.
-Hare: +10 bonus to land speed. Panache: dodge bonus to AC against attacks of opportunity.
-Lion: +1 bonus to attack rolls against creatures larger than him. Panache: Diplomacy and Intimidate skill checks.
-Wolf: +2 bonus to his CMB when using dirty trick, disarm, or reposition. Panache: dodge bonus to AC against attacks of opportunity provoked by initiating a combat maneuver.
Ending a stance is a free action. A stance ends if the bravo is immobilized or helpless. At 6th level and every four levels thereafter the bonus to CMD increases by +1 and he learns one additional stance.
First off, I do agree that combat expertise should be different..
It is my belief that CE is taken primarily as a prereq for other things, namely combat maneuver feats. What if it increased AC against AoOs provoked when performing them as a passive ability?
Weapon and Armor Proficiency
A bravo is proficient with all simple and martial weapons and with light armor.
AC Bonus (Ex)
The bravo uses distracting and suggestive movement to confuse and mislead his foes. When unarmored and unencumbered with one hand free, the bravo adds his Charisma bonus to his AC and CMD. In addition, the bravo gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four bravo levels thereafter, up to a maximum of +5 at 20th level.These bonuses to AC apply even against touch attacks. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Feint (Ex)
A bravo adds half his level to Bluff skill checks to feint in combat (minimum 1). When an opponent attempts to use feint in combat against the bravo, the bravo adds the same bonus to the DC. As a full-round action the bravo can feint in combat and make a single attack with a bravo weapon at his highest BAB. This attempt to feint in combat fails if the opponent has more hit dice than the bravo has levels. Finally, the bravo's attacks deal 1d6 extra damage with bravo weapons anytime her target would be denied it's Dexterity bonus to AC. This extra damage increases by 1d6 at 5th level and every five levels thereafter.
Weapon Finesse
The bravo gains Weapon Finesse as a bonus feat. Light and one-handed weapons that allow the bravo to use his dexterity modifier instead of his strength modifier to make attacks with are referred to as bravo weapons, as long as he keeps one hand free.
Stances (Ex)
The bravo studies fighting styles to better take advantage of his opponent and the terrain. At 2nd level he learns one stance from the list below. The bravo can maintain his stances for a number of rounds per day equal to twice his level plus his intelligence modifier. Entering a stance is a swift action. While in a stance he gains a +1 dodge bonus to AC as long as he wears light or no armor. Beginning at 4th level can spend 1 point from his Panache pool when entering a stance to add his intelligence bonus to the listed item.
-Cobra: +2 bonus to attack rolls to confirm critical threats with bravo weapons. Panache: the damage roll of one attack with a bravo weapon he makes on his turn.
-Fox: +1 bonus to saving throws. Panache: Bluff and Sense Motive skill checks.
-Hare: +10 bonus to land speed. Panache: dodge bonus to AC against attacks of opportunity.
-Lion: +1 bonus to attack rolls against creatures larger than him. Panache: Diplomacy and Intimidate skill checks.
-Wolf: +2 bonus to his CMB when using dirty trick, disarm, or reposition. Panache: dodge bonus to AC against attacks of opportunity provoked by initiating a combat maneuver.
Ending a stance is a free action. A stance ends if the bravo is immobilized or helpless. At 6th level and every four levels thereafter the dodge bonus to AC increases by +1 and he learns one additional stance.
Improved Weapon Finesse (Ex)
At 3rd level the bravo adds his dexterity modifier instead of his strength modifier to damage rolls with bravo weapons.
Panache (Ex)
At 4th level, a bravo gains a pool of points that represent skill and style he can use to accomplish amazing feats. The number of points in a bravos's panache pool is equal to 1/2 his bravo level + his charisma modifier. As long as he has at least 1 point in his panache pool he gains the following bonus:
At 4th level he can add his charisma bonus to acrobatics checks.
At 8th level he can add his charisma bonus to his CMB when using dirty trick, disarm, or reposition.
At 12th level he can add his charisma bonus to Will saves against compulsion effects.
By spending 1 point from his panache pool, a bravo can perform one of the following:
-Lunge: as a standard action the bravo can move one quarter his speed and make a single attack with a bravo weapon at his highest BAB.
-Parry: as an immediate action the bravo with a bravo weapon gains a +4 shield bonus to AC against a single attack.
-Riposte: the bravo can make an attack of opportunity with a bravo weapons against an opponent who just missed him with an attack.
Compound Attack (Ex)
At 6th level, as a standard action, the bravo can attempt to feint in combat and then make a single melee attack at his highest BAB.
Unhindered Action (Ex)
At 7th level, when the bravo successfully feints an opponent, it take a -4 penalty to attacks of opportunity against him until the beginning of his next turn.
Critical Weapon Finesse (Ex)
Beginning at 9th level, the critical threat range of a bravo weapon doubles while the bravo is in a stance. This does not stack with the Improved Critical feat, the Keen weapon enhancement, or similar effects.
Improved Compound Attack (Ex)
At 11th level, as a full-round action, the brave can feint in combat and then make a single attack at his highest BAB, rolling two times and using the highest result.
Surprise Maneuver (Ex)
At 13th level, when fighting defensively, using the total defense action, or using the combat expertise feat, the bravo can attempt a dirty trick, disarm, or reposition combat maneuver as an immediate action against an opponent he threatens who has missed him with an attack.
Greater Compound Attack (Ex)
At 16th, as a full-round action, the bravo can feint in combat and then make a single attack at his highest BAB, rolling three times and using the highest result.
Well you're not being harsh. You're explaining your opinion. And, this is mostly a big brain storm dressed up so I couldn't know how it would play out.
The multiple feints - the compound attack - is a fencing thing. Throwing up a flurry of attacks intended to confuse the enemy. Only the last attack is intended to hit. I can rethink that too. Any ideas?
I have already made some changes and will make more tomorrow.
How does a brute rogue sound? Str and Con on par with Dex, a little Cha thrown in? In addition to being a serial murderer (stealth/slight of hand?), we could make him a liar and a bully (bluff/intimidate), and an underworld crook (know local/appraise). For an NPC whose job is to take a couple hits and lend and lend some numbers to a personality, you won't have a max out anything. A smattering of skill points will suffice.
Bluff/Sense Motive: maybe I wrote it up poorly, but it is not intended to let the character use bluff to tell lies, etc, nor to use Sense Motive to sense lies, etc. He gains virtual "ranks" only for the purpose of using feint and to avoid being feinted by another. I want to avoid requiring the class to invest skill ranks in specific skills. Imagine requiring the druid to get handle animal for his animal companion, or the bard perform for his abilities, or the cleric religion for his supernatural abilities.
Stances: Yes, good input. I want to simulate a swordsman having studied different fighting styles, like Wesley and Inigo did in Princess Bride. One could argue that BAB covers this just fine, but I decided to have some fun with it. So your suggestion is giving multiple that start weak and get better OR choosing one at a time? I'd have to ponder that a while longer.
Denies AoOs: Which ability do you refer to? If it is Lunge, under Panache, that second sentence can easily be dropped. I envisioned a weak spring attack.
And yes, I have used the monk as a framework, with some cues from the gunslinger.
Indeed. I would not say the character needs to pump both however. A benefit is gained even with a 10 or 12 Intelligence. I wanted to give the class room to go either way. He could also lower Charisma and wear armor.
EDIT - and the entire Stances class feature uses Int.
I know there are a dozen other versions of this on the forum right now, but I decided to try my hand at it. I started this yesterday. I'll skip the description for now, unless this actually generates interest.
The Basics:
Alignment: Any
Hit Dice: d10
Starting Wealth: 3d6 x 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The bravo's class skills are: acrobatics (dex), bluff (cha), climb (str), craft (int), diplomacy (cha), escape artist (dex), intimidate (cha), knowledge local (int), knowledge nobility (int), perform (cha), ride (dex), sense motive (wis), swim (str).
Weapon and Armor Proficiency
A bravo is proficient with all simple and martial weapons and with light armor, but not shields.
AC Bonus (Ex)
The bravo uses evasiveness and suggestion to confuse and mislead his foes. When unarmored and unencumbered with one hand free, the bravo adds his Charisma bonus to his AC and CMD. In addition, the bravo gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four bravo levels thereafter, up to a maximum of +5 at 20th level.These bonuses to AC apply even against touch attacks. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Feint (Ex)
The bravo can feint an opponent as though he has ranks in Bluff equal to his level, and can oppose another's feint as though he has ranks in Sense Motive to his level. When fighting defensively, using the total defense action, or using the combat expertise feat, the bravo can feint an opponent he threatens as a free action at the end of his turn, as long as the opponent does not have more hit dice than his bravo level + 1. Finally, the bravo's attacks deal extra damage anytime her target would be denied it's Dexterity bonus to AC. This extra damage is 1d6 at 1st level, and increases by 1d6 at 5th level and every five levels thereafter. The bravo can only use these abilities when he wields a bravo weapon.
Weapon Finesse
The bravo gains Weapon Finesse as a bonus feat. Light and one-handed weapon that this feat allows the bravo to use his dexterity modifier instead of his strength modifier to make attacks with are hereafter referred to as bravo weapons. A weapon does not count as bravo weapon if his other hand is not free.
Stances (Ex)
Beginning at 2nd level the bravo employs different combat styles to best take advantage of his opponent and the terrain. As a move action the bravo enters one of the following stances, gaining the listed benefits, for a number of round equal to the bravo's level plus his intelligence modifier:
-Dashing: The bravo's land speed increases by 10 feet and he can apply his intelligence bonus as a luck bonus to his AC against attacks of opportunity.
-Deadly: The bravo adds his intelligence bonus as a competence bonus to damage rolls and attack rolls to confirm critical hits with bravo weapons.
-Dueling: The bravo selects on opponent within 30 feet. The bravo adds his intelligence bonus as an insight bonus to AC against that opponent's attacks, and to Bluff checks made against that opponent.
While in a stance the bravo also gains a +1 dodge bonus to AC while wearing light or no armor. This bonus increases by +1 at 6th level and every five levels thereafter. A stance ends if he is immobilized or helpless.
Improved Weapon Finesse (Ex)
At 3rd level the bravo adds his dexterity modifier instead of his strength modifier to damage rolls with bravo weapons.
Panache (Ex)
At 4th level, a bravo gains a pool of points that represent skill and style he can use to accomplish amazing feats. The number of points in a bravos's panache pool is equal to 1/2 his bravo level + his charisma modifier. As long as he has at least 1 point in his panache pool he gains the following bonus:
At 4th level he can add his charisma bonus to initiative checks.
At 8th level he can add his charisma bonus to his CMB when attempting to use dirty trick, disarm, or reposition.
At 12th level he can add his charisma bonus to Will saves against compulsion effects.
By spending 1 point from his panache pool, a bravo can perform one of the following:
-Lunge: as a standard action the bravo can move one quarter his speed and make a single attack with a bravo weapon at his highest BAB. The movement does not provoke attacks of opportunity from the opponent he attacks.
-Parry: as an immediate action the bravo with a bravo weapon gains a +4 dodge bonus to AC against a single attack.
-Riposte: the bravo can make an attack of opportunity with a bravo weapons against an opponent who just missed him with an attack.
Compound Attack (Ex)
At 6th level, as a standard action, the bravo can attempt to feint and then make a single melee attack with a bravo weapons at his highest BAB.
Unhindered Action (Ex)
At 7th level, when the bravo successfully feints an opponent, it cannot make attacks of opportunity against him until the beginning of his next turn.
Keen Weapon Finesse (Ex)
Beginning at 9th level, the critical threat range of a bravo weapon doubles while the bravo is in a stance. This does not stack with the Improved Critical feat, the Keen weapon enhancement, or other similar effects.
Improved Compound Attack (Ex)
At 11th level, as a full-round action, the brave can attempt two feints and then make a single attack with a bravo weapons at his highest BAB, rolling two times and using the highest result.
Surprise Maneuver (Ex)
At 13th level, when fighting defensively, using the total defense action, or using the combat expertise feat, the bravo can attempt a dirty trick, disarm, or reposition combat maneuver as an immediate action against an opponent he threatens who has missed him with an attack.
Greater Compound Attack (Ex)
At 16th, as a full-round action, the bravo can attempt to three feints and then make a single attack with a bravo weapons at his highest BAB, rolling three times and using the highest result.
Footwork Mastery (Ex)
Beginning at 17th level, when an opponent denied the ability to make attacks of opportunity against the bravo misses him with an attack, he can take a 5 foot step even if it is not his turn.
Maneuver Mastery (Ex)
At 19th level the bravo no longer provokes attacks of opportunity when using the dirty trick, disarm, or reposition combat maneuvers against an opponent with fewer hit dice than him. The bravo also gains a +5 competence bonus to his CMD against these maneuvers.
I am attempting to come up with a character design that would work in this setting, but I am having a hard time picturing anything other than a standard fighter. Anyone have any ideas as to what kind of character would fit in that setting well?
Keep the personality, profession, etc. separate from the chracter class. A rogue could be a gladiator. A ranger could be a charioteer. A fighter could be a military commander or village elder. A cleric or paladin could be offspring of a god seeking to please his or her parent. A barbarian could be that too, or a hermit.
This is a comment based on the flavor of the class, as skills - thought mechanical - are highly suggestive of the flavor of the class. You have your movement based skills (acobatics, climb, swim) and some courtly ones (nobility and perform for dancing), and while you have included bluff and sense motive I don't see diplomacy and intimidate. These are can be very important skills depending on your vision of the archetype. Finally, I see you have included some thief skills (slight of hand and stealth). Again - my vision of the swashbuckler - I don't think these belong.
I wrote a paper for a mythology class (17 years ago. Damn...) that was to address an element common to many mythologies. Some of them are creation, the first humans, a celestial's fall or the celestials' war, a flood, and explanation of natural phenomena. I chose to make sacred mountains the subject of my paper. The above list could easily point to judeo Christianity but it is common to many, and almost all.
I would argue in favor of 3/4 BAB if their utility/skill monkey aspect were played up a bit., and they were in turn expected to cause proportionately less damege. But as it stands they are essentially here to inflict damage.
I dm'd exclusively for my first couple years as a gamer. Not cause I'm awesome, there was just no one else to take the job. And I was the only one with books. And I can say with all certainty that at 11 years old my games were horrendous. Do something you think is fun, don't set your goals too high yet, and Please Please Please be conscious of what your players' likes and dislikes because they are not the same as yours. Don't mean to offend and it seems like common sense, but it is an easy mistake for many dm'd to make.
1) Put more things in that characters can interact with. What is the nature of the room? A banquet hall, throneroom, communal sleeping chamber, mine, kitchen, or worship area? Imagine you are seated in the room somewhere. What to you see? There is no need to include everything, but include some tangibles objects. If the party doesn't act on them, then have some of the enemies do so.
2) Let the players know that they may attempt actions not discussed in the rule books. It is still up to you to determine what kind of check it is, whether or not there is a consequence, and how difficult it is. This one can be tough hurdle for some players to cross.
3) Descriptions! Describe the action, don't just say what it is.
"You miss" = "He throws his shield forward just in time to intercept your attack"
"That one hits" = "But it throws him off balance. You circle around and hew his arm off. He screams for only a moment as he lurches forward then falls over dead. "
"Roll damage" = "You summon into your hand several spheres of magical energy that radiate vaguely blue hues. The fly directly at the high priest, bypassing his armor, and knock him against his sacraficial alter. His religious paraphernalia scatters and hits the floor."
"He gets up and power attacks" = "The orc musters the courage to fight to the death. Pulling himself up on one knee, he sneers at you and spits. He raises his mighty blade and, taking two great strides, brings it down on you with the strength he has left."
4) Change it up. Sometimes for cinematic purposes, it will behoove you to describe what is happening in a new room before drawing it. Ask the players what their characters do just before calling for initiative. What it more important at that moment? Drawing the correct dimensions of the room, or drawing them into the scene? We are so dependant on the grid these days that many players will be a bit spooked when it is gone. There is no need to draw it out though.
Every build has priorities. Weapon focus addresses one potential priority. If you think about it, one in twenty missed will turn into hits (correct me if I'm wrong). And for melee classes, scoring hits is what the game is all about, right?
I was about to harp on you but... well, love the avatar name.
You are right that sex and violence don't make a game mature, and neither does intrigue or politics. How these issues are handled by the group, however, can.
I think its a fascinating idea, but not not necessarily one that will go over well. I believe Warhammer RPG did it this way. I came up with this same requirement years ago, where a character must have half or more of his levels in non-casting classes. I didn't try it, because I know the fun of it plays out better in my head than it would at the table. Talk to your group and hear people's thoughts. Chances are that not everyone will be on board with it. If I am wrong then go for it. I'd love to hear how i goes.