Battle Master (working title)


Homebrew and House Rules


Here is a 'new' class I have been working on for my group. This idea started with an image of a character. He had a huge sword and a battle gauntlet. The player didn't want to use anything else, so he wound up spending a lot of feats to use these items the way he wanted and he also had to disregard a lot of bonuses granted by the fighter class. We considered this character an innovator of the class 'Battle Master' and those that came after him would have a slightly easier time mastering certain abilities due to his initial research and efforts.

Battle Master (working title)

Some live for battle, even if they only use it as a last resort. If a dispute cannot be resolved with words then the Battle Master will strive to ensure others will see the merit of their argument by other means...Namely their carefully personally crafted weapons and/or armor wielded by them in combat.

Role:
Battle Masters are the Goliaths and the Achilles (I would say not the heel, but that depends on the person) of an army. They are the ones called upon to perform feats of battle no sane fighter would attempt (they might think about it though). Some Battle Masters take to adventuring instead of enlisting into an army. These are the truly dangerous ones. They think for themselves and their friends.

Alignment: Any.

Hit Die: d12.

Starting Wealth: 2d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less. Battle Masters also start with 2 items of their own creation (so boost those skills early), be it 2 weapons, a weapon and a shield, 2 shields, or armor and shield or weapon. This will be the first rolls the character makes (after initial creation), meaning they will have to create their gear from the start. The cost of doing this has already been taking into account by the reduction of starting wealth, so no 'cost' is incurred at this point.

Class Skills

The Battle Master's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Stealth (Dex) and Swim (Str).

Skill Ranks Per Level: 6 + Int modifier.

Table: Battle Master

Level......BAB.....................................Fort..Ref..Wil-Special
.1st...........+2.....................................+0...+0...+0---Bonus feat
.2nd.........+3......................................+2...+0...+0---Bonus feat, Battle Master Craftsman
.3rd..........+4......................................+3...+0...+0---'Armor ' training
.4th..........+5......................................+3...+1...+1---Bonus feat
.5th..........+6/+1................................+4...+1...+1---'Weapon' training
.6th..........+7/+2................................+4...+1...+1---Bonus feat
.7th..........+8/+3................................+5...+2...+2---'Armor' training
.8th..........+9/+4................................+5...+2...+2---Bonus feat
.9th..........+10/+5..............................+6...+2...+2---'Weapon' training
10th........+11/+6/+1.........................+6...+3...+3---Bonus feat
11th........+12/+7/+2.........................+7...+3...+3---'Armor' training
12th........+13/+8/+3.........................+7...+3...+3---Bonus feat
13th........+14/+9/+4.........................+8...+4...+4---'Weapon' training
14th........+15/+10/+5.......................+8...+4...+4---Bonus feat
15th........+16/+11/+6/+1.................+9...+4...+4---'Armor' training
16th........+17/+12/+7/+2.................+9...+5...+5---Bonus feat
17th........+18/+13/+8/+3................+10..+5...+5---'Weapon' training
18th........+19/+14/+9/+4................+10..+5...+5---Bonus feat
19th........+20/+15/+10/+5..............+11..+6...+6---'Armor' mastery
20th........+21/+16/+11/+6/+1........+11..+6...+6---Bonus feat, 'Weapon' mastery
Class Features

The following are class features of the Battle Master.
Weapon and Armor Proficiency

A Battle Master is proficient with two items of their own creation, their own hands and an alternate means of using their creations (normally thrown). The two items a Battle Master is proficient with is considered to be 'exotic proficiencies' and if they loose these items new ones will have to be created. Until new ones are created they will suffer a negative four using any weapons other than their own natural weapons. It takes 1.5 times as long to recreate the original items due to them needing to be 'exact' duplicates and costs 1.5 times as much.

Bonus Feats

At 1st level, and at every even level thereafter, a Battle Master gains a bonus feat in addition to those gained from normal advancement (meaning that the Battle Master gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a Battle Master can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Battle Master loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A Battle Master can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Battle Master Craftsman (Ex)

Starting at 2nd level, a Battle Master gains a +1 bonus on crafting items. This bonus increases by +1 for every four levels beyond 2nd. They may imbue their creations with 'magic' as per the Craft Magic Arms/Armor feat at this point. Like an artist, the Battle Masters 'art' is never finished. Unlike others, the Battle Master can modify the items he has created at a later date. The cost of modifying existing equipment is modified by half of what has already been done.

'Armor' Training (Ex)

Starting at 3rd level, a Battle Master learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. If the Battle Master has no armor they add a +1 to AC when using their weapon(s). This bonus increases another +1 every four levels thereafter (7th, 11th, and 15th)

In addition, a Battle Master can also move at his normal speed while wearing medium armor. At 7th level, a Battle Master can move at his normal speed while wearing heavy armor.

'Weapon' Training (Ex)

Starting at 5th level, a Battle Master becomes more attuned to his weapon, or shield or armor. Whenever he attacks with this 'weapon', he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a Battle Master becomes further trained in another of his weapons (i.e. a created weapon, natural, throwning (as in throwing a non-ranged weapon or shield) and/or shield/armor. He gains a +1 bonus on attack and damage rolls when using this 'weapon'. In addition, the bonuses granted by previous 'weapon' increase by +1 each. For example, when a Battle Master reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon and a +2 bonus on attack and damage rolls with the weapon selected at 5th level.

A Battle Master also adds this bonus to any combat maneuver checks made with these weapons. This bonus also applies to the Battle Master's Combat Maneuver Defense when defending against disarm and sunder attempts.

Armor Mastery (Ex)

At 19th level, a Battle Master gains Damage Reduction 5/— whenever he is wearing armor or using a shield or using his weapon.

Weapon Mastery (Ex)

At 20th level, a fighter chooses one of his created 'weapons'. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a this weapon.

This is my first attempt at fleshing out the idea of this class, so I know it is far from perfect and I am not sure how balanced it is. Any input is greatly appreciated.

Thank you, in advance.


I see this class has a lot of restrictions. A negative four for any weapon used that is not their own? You mean other than the four they can pick for the Weapon Training a'la fighter?
I also see you have more skills and skill points and a d12 for hit points.
The skill points I can see being that they are not trained in the bevy of weapons other fighters are, but I don't know about the d12.


I honestly don't see the theme for this class carrying through. There is nothing listed for a bonus for using their crafted equipment. This is basically a Fighter who trades some weapon proficiency for two extra health, a few more skills and some crafting.

This seems more like a archetype than a seperate class. I feel that to really bring this class together, there needs to be some bonuses for using his crafted equipment. Also, you have listed "items" in there. I would remove that and have it only be weapon or armor. That way it would be much easier to codify bonuses. This is espically pertinent to me based on the base of this class. The warrior who uses an oversized sword and battle gaunlet. This can be done by a fighter who takes the right feats just as easily as this class.


I would agree that it seems to be an archetype if it weren't for some subtle differences. Most of the bonuses are in the armor/weapon creation, so it is up to the character and GM as to what the bonuses are. They can be different for each Battle Master depending on the equipment. If you notice the difference in armor is it includes the use of weapons if armor or shields are not used.

It's the little differences that make the difference, but if there are different mods I should make to balance it I would like to know what they are.


Balance is one of the things I struggle with, but if I had to make a suggestion it would be this: Give the class a scaling bonus to attack, damage, and/or CMB when using thier crafted weapon - or attack, damage, AC and/or CMD for armor.


What's up with that BAB/save progression?


I figured by maintaining what the fighter has, as far as AC and Attack/Damage, was scaled enough, not to mention the ability to craft their items to suit their needs, too.


I increased the BAB by one step and decreased the saves by one step. It was an attempt to balance the progression and get better attacks. This way they will be able to take certain feats a little early and get multiple attacks a little early as well. The only way I saw to balance it was to change the saves.


Personally the title feels more like a cavalier archetype. The design as it stands seems like a prototype of a Fighter archetype.

Why not make it they trade generic weapon training in favor of their selected weapon groups, but only that single group. And they gain proficiency(spelling?) In all weapons in that group. Exception would be monk and close weapons which would be split into groups based on light, 1-handed, 2-handed.

E.G.: Franz chooses Heavy Blades and Unarmed Strike. He can freely wield any heavy blade and unarmed strike weapon. For his starting weapons he chooses a Bastard Sword and Gauntlet.

Increase Skill ranks to 4+INT add a little more skills. Increase HD to d12. Make them only proficient in the weapons in their weapon groups and I think you might have something.


That does sound decent, but the purpose of this attempt at a 'new' class is to have them only use the weapon(s)/armor/shield that they create and modify them as they progress.


xanthemann wrote:
That does sound decent, but the purpose of this attempt at a 'new' class is to have them only use the weapon(s)/armor/shield that they create and modify them as they progress.

Meh all that means is an enemy such as a Grey Render that is built around sundering becomes a play ruining threat.

The concept I used is they train in a group of two similar weapons. After all someone trained in a longsword can easily figure out how to use a Bastard and Great sword and so forth.

Though I did forget to mention they only get 3d6x10gp at first level. And made the crafting of the weapons a background effect. Something along the lines of them working on it whenever they could throughout their pre-adventuring days. Similar to how the Bull crafted his helm in A Song of Ice & Fire. He was a slave to a blacksmith and in his free time he would work on his helm. By the time he went out "adventuring" he completed the helm for use. The main difference is this is meant to reflect them adventuring after completing the initial items and then setting out with them and learning to use related weapons through those weapons.

I can attest that this fighter archetype is similar in power to your average fighter. In fact it lends it self to being a little weaker in one facet of combat. The example above lacks ranged capabilties. We actually are playtrsting it with Simple Weapon Prof. And then 2 weapon groups. We tried something along the lines of yours. But it became to weak and against sundering it ruined the class.

Though my worlds all have a "All or Nothing" warning.

Edit: I am typing on a phone and I meant to say you might have something similar to what one of my groups is playtesting.

Edit 2: I am saying this from being a modern day Swordsman, Spearman, Bowman, etc. As I prefer them to modern firearms. (I wield only Older Firearms unless absolutely necessary)


Maybe look at a ranger fighter mix. Give them modified class skills like the ranger a modified weapon group combat style. Instead of armor and weapon trainings maybe a combat maneuver mastery like the Lore Warden don't increase there BAB give them something that lets them takes feats as if there fighter level was 2 or so levels higher. As for the magic armor and weapons look at the master craftsman feat do something along that line, but say it loses most if not all the effects if wielded by anyone other then the creator.


I'll have to look into that.


I was looking to make a 'fighter' of sorts that could go toe to toe with a Barbarian for the most part, but still be a fighter.


Hmm maybe give them something along the lines of a Bonded Object like a Wizard. Give them the Master Craftsman feat for free and have it apply to all their skills.


I did give them the Battle Master Craftsman 'feat' which would allow them to create magic items (weapons/aromor). The difference is they can add to their creations later, so it could be something like a bonded item...they could enchant it to be.


Battle Master Craftsman (Ex)

Starting at 2nd level, a Battle Master gains a +1 bonus on crafting items. This bonus increases by +1 for every four levels beyond 2nd. They may imbue their creations with 'magic' as per the Craft Magic Arms/Armor feat at this point. Like an artist, the Battle Masters 'art' is never finished. Unlike others, the Battle Master can modify the items he has created at a later date. The cost of modifying existing equipment is modified by half of what has already been done.

I had to pull this one to the side so it could be 'see' by itself. This 'new feat' is basically the same thing as master craftsman and craft magic weapon/armor.

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It seems like a Fighter archetype to me.


It does 'seem like it, but there are some differences (I didn't rename some of the class abilities), like being able to use the weapon(s) as a shield, hit die increase, skill point increase, extra skills...could I get away with calling it an archetype when so much has changed, even if it is subtle?


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Agreed, just make it an archetype.

Here's what I'd do as far as making it an archetype :

Battlemaster

Weapon and Armor Proficiency: A Battlemaster is proficient with any weapon the Battlemaster personally crafts. The Battlemaster is proficient with all armor (heavy, light, and medium) and shields (including tower shields).

The Battle Master's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Stealth (Dex) and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Toughness : The Battlemaster is battle hardened, and gains the Toughness feat as a bonus feat at 1st level.

Battlecrafter : At 1st level, the Battlemaster gains the feat Skill Focus feat which must be applied to a single Craft Skill which the Battlemaster has ranks in. At 5th level, the Battlemaster gains the Master Craftsman feat, whether he meets the prerequisites or not. At 10th level, the Battlecraft gains another Skill Focus feat, which again must be applied to a different Craft skill (not the one already selected at 1st level). The craft skill's selected for their bonus feats must involve crafting weapons or armor. This replaces Bravery.

Weapon Mastery : The Battlemaster gains the Weapon Focus feat at 1st level with any weapon he has personally crafted. Note that this is a special version of the Weapon Focus feat, and it applies only to weapons he has crafted personally, not other weapons of the same type. For example, a Battlemaster who crafted a rapier would be able to use his Weapon Focus with his rapier, but not one he bought in a shop. Any feats which normally affect only a single weapon and require Weapon Focus as a prerequisite can instead be used with all weapons the Battlemaster personally crafts. This replaces the 1st and 2nd level Fighter Feats.

Ok, so the logic of the above :

The skill point boost (4 + int instead of 2 + int) gives the battlemaster more points to spend on craft skills, but doesn't turn him into a skill monkey.

The loss of martial proficiencies is balanced out by being able to be proficient with any weapon he crafts (even exotics). So if he crafts a bastard sword, he's proficient with it, and can use it one or two handed.

The toughness feat is just a bonus feat that doesn't cost another ability (see below though).

The Battlecrafter replaces Bravery. I consider 2 skill focus feats and a crafting feat to be a fair trade for losing +5 to will saves over 20 levels. Will saves are the bane of a fighter.

The Weapon Mastery basically gives him the ability to take the weapon focus chain (which gets you the idea of him specializing in only things he makes) but retains the ability to switch that out if things change down the road. Given he can lose weapons, and he can only use his own weapons and enchanted weapons, I consider the ability to gain those feats with all those created weapons to be traded out by the lack of ability to pick up found weapons and get his bonuses. 99% of the time, he's only going to use that focus/specialization/etc with one weapon at a time.

EDIT: With toughness, I kind of feel it's not over the top considering he's giving up 2 completely open feats at 1st/2nd level for four fixed feats over 10 levels. I just didn't want to put toughness in with Battlecrafter, because it's not thematically appropriate given the name of the ability. Note other Paizo archetypes do this as well.


That sounds like a great twist on the idea! Maybe there is merit for both to exist?


It's your game, there's always room if you say there is. I just would avoid messing with hit die/bab/save progressions, because it really confuses things. Additionally, as a different class, he doesn't count as a fighter for fighter only feats (unless you specify he does), but as an archetype he does. Alternately, if it's a class, you have to work out how it interacts with fighters and fighter archetypes if he multiclasses (what stacks, what does an archetype that replaces weapon training on the fighter do to the battlemaster, etc). Just makes a lot of headaches.


Good point.


Hmm I just found an archetype my writer is playtesting that is along this theme... I can get other posted later tonight. If you want we can really use outside playtests.


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Here is our archetype rough digitization please give feedback:

Kensai(Fighter)
While most fighters train in all manner of weapons and armor, a rare few choose to only use weapons and armor they make and maintain. These so called Kensai pride themselves on this fact.
Class Skills: A Kensai's class skills are Climb (STR), Craft (INT), Diplomacy (CHA), Handle Animal (CHA), Heal (WIS), Intimidate (CHA), Knowledge (INT) Profession (WIS), Ride (DEX), Sense Motive (WIS), Survival (WIS), Stealth (DEX), Swim (STR) and Use Magical Device (CHA). These replace the normal Fighter Class Skills.
Skill Ranks Per Level: 4 + INT modifier. These replace the normal Fighter Skill Ranks.
Weapon and Armor Proficiency: A Kensai is proficient with Clubs, Daggers, Quarterstaffs, and any weapon the Kensai personally crafts (including Exotic Weapons). The Kensai is proficient with any armor and shield they personally craft. These replace the normal Fighter Weapon and Armor Proficiency.
Weapon Training: A Kensai’s Weapon Training only applies to weapons they are proficient with. They don’t have to pick any Weapon Groups. Except as noted above this functions exactly like and replaces the normal Weapon Training.
Armor Training: A Kensai’s Armor Training only applies when they are using armor they made themselves. Except as noted above this functions exactly like and replaces the normal Armor Training.
Spirit Bonded: At 1st level a Kensai gains two free weapons each valued equal to or less than a forth of their maximum starting wealth. And a free suit of armor equal to or less than their maximum starting wealth. These 2 items count as masterwork though only their base cost counts for determining if they are free. These count as items the Kensai has crafted. A Kensai can add magical properties to any masterwork weapon or masterwork armor they have crafted similar to how a Wizard adds properties to their Arcane Bonded Object. These Enchantments only apply when they use the items. His Caster Level is equal to their Kensai Level.
Bonus Feats: Whenever a Kensai takes a feat that normally only applies to a single weapon type it applies to all weapons a Kensai has crafted.
Bravery: A Kensai loses the Bravery Class Feature.
Serene Maintenance: At 5th level when a Kensai is enchanting a weapon they crafted any Use Magical Device check they would normally have to make is considered an automatic success. They also automatically succeed on any check to repair an item they crafted though they still must pay the gp for materials.
Armor Mastery: A Kensai only gains the benefits of Armor Mastery when using armor they made themselves. Except as noted above this functions exactly like and replaces the normal Armor Mastery.
Spirit Awakening: At 20th Level a Kensai forms a strong bond with a single weapon he has crafted. This weapon becomes an Intelligent Magic Item. This Item has the same Alignment and Mental Ability Scores as the Kensai. The Kensai is always considered dominant and never has to make an Ego check. This ability replaces Weapon Mastery.


Very nice! Impressive, in fact!


Azaelas Fayth wrote:

Here is our archetype rough digitization please give feedback:

Kensai(Fighter)
While most fighters train in all manner of weapons and armor, a rare few choose to only use weapons and armor they make and maintain. These so called Kensai pride themselves on this fact.
Class Skills: A Kensai's class skills are Climb (STR), Craft (INT), Diplomacy (CHA), Handle Animal (CHA), Heal (WIS), Intimidate (CHA), Knowledge (INT) Profession (WIS), Ride (DEX), Sense Motive (WIS), Survival (WIS), Stealth (DEX), Swim (STR) and Use Magical Device (CHA). These replace the normal Fighter Class Skills.
Skill Ranks Per Level: 4 + INT modifier. These replace the normal Fighter Skill Ranks.
Weapon and Armor Proficiency: A Kensai is proficient with Clubs, Daggers, Quarterstaffs, and any weapon the Kensai personally crafts (including Exotic Weapons). The Kensai is proficient with any armor and shield they personally craft. These replace the normal Fighter Weapon and Armor Proficiency.
Weapon Training: A Kensai’s Weapon Training only applies to weapons they are proficient with. They don’t have to pick any Weapon Groups. Except as noted above this functions exactly like and replaces the normal Weapon Training.
Armor Training: A Kensai’s Armor Training only applies when they are using armor they made themselves. Except as noted above this functions exactly like and replaces the normal Armor Training.
Spirit Bonded: At 1st level a Kensai gains two free weapons each valued equal to or less than a forth of their maximum starting wealth. And a free suit of armor equal to or less than their maximum starting wealth. These 2 items count as masterwork though only their base cost counts for determining if they are free. These count as items the Kensai has crafted. A Kensai can add magical properties to any masterwork weapon or masterwork armor they have crafted similar to how a Wizard adds properties to their Arcane Bonded Object. These Enchantments only apply when they use the items....

Some confusion on the weapon training. Does the Kensai get the scaling bonus for all the weapons he has crafted. So at later levels all his weapons get the +2 to attack and damage? Or would you have him choose one weapon to start, and then a second weapon, and so on?


Like the Battle Master and the Fighter, the weapon training seems to scale with level. That is the way I understand it.


Weapon Training applies only to weapons they are proficient with. Under proficiencies they are proficient in Clubs, Daggers, Quarterstaffs, and any weapons the Kensai Personally crafts.

So weapon training grants the scaling bonus to any Club, Dagger, Quarterstaff, and any weapon he based crafted.

As does Weapon Focus, Weapon Specialization, and such feats by the change under a Bonus Feats change in the Beta.

NOTE: This is the Alpha. The Beta v1.0 was finalized 12:17 Missouri, USA time.

I will throw up the Beta changes once they are done being digitized.


Hope this helps clarify it.

Beta version changes to the Kensai:
Weapon and Armor Proficiency: A Kensai is proficient with Clubs, Daggers, Quarterstaffs, and all individual weapons the Kensai personally crafts (including Exotic Weapons). The Kensai is proficient with all armor and shield they personally craft. These replace the normal Fighter Weapon and Armor Proficiency.
Weapon Training: A Kensai’s Weapon Training applies to all weapons they are proficient with. They don’t have to pick any Weapon Groups. Except as noted above this functions exactly like and replaces the normal Weapon Training.
Bonus Feats: Whenever a Kensai takes a feat that normally only applies to a single weapon type it applies to all weapons a Kensai is proficient with.


You say you have a writer? Is this a 3rd party thing or a really professional home brew?


xanthemann wrote:
You say you have a writer? Is this a 3rd party thing or a really professional home brew?

Right now a Really professional homebrew. Soon to be a 3rd party thing. Everything we make will be free. Why?


I was just curious. You seemed to have a professional way about the way you present things here, but I see no creds by your name. No insult is intended, just respect for your presentation.


No Insult taken believe it or not that is one of the first things I have posted on here.

It is still being Ironed out. Our working name is/was Adventurers' Guild Games.


If you do not mind me asking, are you doing it for the fun of it, or is there money to be made? I am not trying to butt into your business, just curious, but if I can help with something I will try. It is the least I can do to repay all the helpful comments.


I have ran around 50 campaigns in around 37 different worlds in the 2 years I have played Pathfinder.

After about my 39th campaign I was asked why I hadn't tried to publish any of them. When that was asked I was encouraged to do it by some of the older members of the groups. In fact out of 30 people who started in on this project I am the only one remaining because they found out it wasn't going to make money.

So, long story short, it just for the fun of it.

If I do decide to make a 'for profit' product it will be no more than 4.99$ and will probably be a campaign setting book, around 200 pages. Heck, I have a "Mega-Dungeon" that could probably fill 35-50 pages. If i was to charge for that it would only be 0.99$. Mind that if I did release a product that costs... well lets just say it will be after I graduate college with a degree in Graphic Design, Digital Communication, &/or Digital Art. So yeah... I have done a lot of planing for someone my age...


No doubt! I tried to convince my last GM to publish all that he had written, but he was stingy with his ideas...to each their own. I need to redesign my original campaign, but right now I get to go game at the Hobbit and try out these variant classes! Best of luck and I hope to hear from you again.


You to! Especially if trying these out.

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50 campaigns in 2 years?!?!?!?!?!?!?!?

:-O

Do you ever sleep???

Or do you just TPK every 2 weeks? ;-)


SmiloDan wrote:

50 campaigns in 2 years?!?!?!?!?!?!?!?

:-O

Do you ever sleep???

Or do you just TPK every 2 weeks? ;-)

Run a lot of campaigns at once, and I run a lot of marathon campaigns. Not bad for a 19 year old, no?


I haven't got to run these yet, but I will soon. I'll try and keep things posted.


It seems I may get the chance to run these classes soon. The other GMs are about ready to start again!


Awesome.

My Kensai player hit Level 20 the otherday. He is just as strong as the parties other fighter. Though unlike the other fighter he can be totally self-reliant.


Very cool!


He cried when he had to replace his Bastard Sword after an encounter with an ooze...
And Carityd Column.

I just realized I should specify that Spirit Awakening can only be used on one weapon and to replace it. It costs the same as to replace a Wizard's Bonded Item using his Kensai Level as his Wizard Level.

BTW: it was 50 campaigns in one year. I we as going off of the year number. It won't even by 1 year until November.


I am thinking of dropping the armor training down to light...

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