Arachnofiend |
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This is my attempt at a fully martial class designed to take the party role of the Wizard; namely, it is intended to function as the arm and the anvil in the Forge of Combat. At the same time, it is not supposed to be as ridiculous as the Wizard, so please do not respond with "but it's not as strong as a Wizard".
Otherwise, questions and criticisms are always welcome. I'm open to suggestions for more Mastermind talents as well.
brad2411 |
Looks cool. The only thing I saw that I consider weird is the 20th level ability. Specifically the shaken part. First is it a mind-affecting fear affect and if so why does an immune creature become shaken.
Also just a added thought, Leadership would be a good ability/feat for this class. The greater leadership ability from the noble scion prc would seem an apt choice.
Arachnofiend |
1 person marked this as a favorite. |
I'm on the side of the debate where anything that causes shaken/frightened/panicked is a mind-affecting fear effect; so, for example, even mindless constructs are afraid of you. This is why it is the only Supernatural ability the Mastermind gets.
I agree Leadership would be flavorful and make sense for the class; it'd be best as a Talent since many games would not allow Leadership.
brad2411 |
The first issue is I hate Forge of Combat :P
Second issue is your premise - a character which fully fulfills two party roles. Why not create a class which fulfills all roles and just play by yourself?
To the second issue there are a lot of class that try to fulfill multiple rolls in the game. Even Bard which is one of the original classes is a mix of rolls.
Arachnofiend |
The first issue is I hate Forge of Combat :P
Second issue is your premise - a character which fully fulfills two party roles. Why not create a class which fulfills all roles and just play by yourself?
A class that cannot fill multiple roles is a bad class, in my humble opinion. Even the Barbarian has some ability to debuff with things like Terrifying Howl and Savage Dirty Trick. In fact, the only class that lacks the capability to fulfill multiple roles with its own class features is the Fighter, and even that is only if you consider using a bonus feat to pick up Dazzling Display and Cornugon Smash as not being a Fighter class feature.
As for a class that fulfills "all roles", that is called a Summoner. I do not want to make a Summoner.
I love it, but I wish there was a chart. It's a minor complaint, yes, but I like reading charts.
I'll spend some time trying to make a chart.
Archae |
The first issue is I hate Forge of Combat :P
Second issue is your premise - a character which fully fulfills two party roles. Why not create a class which fulfills all roles and just play by yourself?
also its impossible to play pathfinder by ones self, and I see as lack of magic or spellcasting. There is no need to make a comment like this brah.
Taco Man |
What about GET THE F$@+ UP, or DOWN ON THE GROUND? ON YOUR KNEES, HERO!!!? Sorry, sorry. But this seems like a fun class to play, especially for a PAYDAY fan, but I feel like adding wizard casting would be balanced out by the fact that you'll always have a voice of sorts telling you to GET THE THERMAL DRILL.
Serious suggestion:
The Pain Is Just Mental (Ex):
You may treat your intimidate skill as your heal skill for the purpose of feats and abilities. You may spend one use of Shout to apply first aid as a swift action. At 8th level, when expending a use of shout in this manner, you grant your target temporary hit-points equal to your mastermind level + your charisma modifier.
Nerves of Steel (Ex):
You may, during combat, spend one use of your shout to ignore any concentration check or penalty whilst making a skill check that would provoke an attack of opportunity. At level 8, you gain DR 5/- whilst making these checks.
johnnythexxxiv |
Seeing as you get a massive bonus to intimidate with this class, You Work for Me Now should probably cost a round of shout for each round it stays active since it's extremely likely for the shaken effect to stick around indefinitely if the opponent can't make their will saves.
For example say you're level 10 and decide to use this on a 1st level commoner for funsies. Charisma is a super important ability score for this class so it's sitting at at least a 20 meaning the save is also at least DC 20 so the commoner needs a nat 20 to succeed. If he doesn't save, you have at least a +30 to intimidate by now since it's integral to the class design so he won't get another save for another 4+ rounds. This continues until he succeeds on his will save (5% chance) and assuming only a +30 bonus to intimidate he's only saving on average every sixth round which means that on average you can charm them for 12 whole minutes for only two rounds of shout, letting it be used for non-combat situations fairly easily too which I'm pretty sure wasn't the intended application.
Arachnofiend |
You Work For Me Now is essentially supposed to be the Mastermind's answer to Dominate Person, so using it for short-term out of combat situations is definitely in the cards; the will save is the important thing, the Intimidate check is only there to determine duration. I've modified the flavor text a bit to make the intention clearer. I'm also considering setting a limitation of only having one creature at a time under the effects of the ability.