OK I have an idea for a crossbow weilding undead slaying fighter. I dont really want to use any other weapon, more for flavors sake than anything else. I visualise him smashing the skull of a zombie, he let get a bit to close, with the stock of his crossbow. I also like the idea of stabbing a bloodsucker in the eye with handy bolt, after they sneak up on you while you are reloading. Now, how do I pull this off? My first thought was Catch Off Guard, but I cannot find a reference to useing a weapon in an unintended fashion as making it improvised. I think it might work with the bolt seeing as how its ammunition not a weapon. I would like to be able to Weapon focus, Weapon Specialize, and Weapon Train these attacks. Any suggestions would be apprciated. Thanks Rob
From a metagame view point it would make it unbalanced.
To give it the advantage of finesse, you would either have to decrease the damage dice again, or make it exotic, I guesse you could give it the stipulation of only being able to be wielded one handed but that seems unrealistic as most functional sword canes Ive seen are half blade half handle and could easely be used 2 handed.
If I go low magic I go LOW magic. No Wiz, Sorc, Pal, Cle, and Dru I replace Bard and Ranger with conversions of Woodsman and Gleeman from Wheel of Time. I also dont run hit points, I run health levels and damage saves. Alchemy, Adamantine, and Mitheral are as cool as Items get. I really like this set up for medieval zombie apocalypse games.
cattoy wrote:
Ok maybe I misunderstood. But sounded like from a combat perspective the other players were impotent. They are optimized for noncombatant roles, it would make sense that they are not very contributory in a fight, and the OP has never made a reference to the other players having issue with the barbarians combat prowess, accually it sounds as though atleast one member embraced it and further buffed him. The only real issue I saw expressed was that a significant plot point got practically one shotted. Seems watering down the encounters so that everyone gets a chance to shine in every situation would lead to some difficult situations, I am sure the players that gave up combat optimization really excel in other areas that the barbarian performs poorly in, is it a good idea to decrease difficty of those situations to give the barbarian an equal chance to contribute? If I were the combat powerhouse I would have no issue sitting back looking out for approaching trouble while the smart guys were busy solving the riddle to save the world, so why can't the smart guys take a back seat when it's time to split some skulls.
Some classes just peak at different points, and if you have a group that synergises at all this will compound things. I dont think you have a problem that wont resolve it self with some lvls and time, until then you can just stack some extra hitpoints on mobs you want to be a little more challenging.
I do something like this in my game, but not quite as far. I make combat expertise, and power attack innate feats as long as you have a BAB of +1 or higher and a corrosponding ability score of 13 ( Int for expertise, Str for power attack). I also run them more oldschool, +1/-1 to a max of BAB set by the player. Example a lvl 8 fighter with a str and int of atleast 13 could choose to move the bonuses around resulting in a +3 to hit, +1 dodge AC, +4/+6 damage 1handed/2handed ( I did keep the 1.5 application for power attacking damage 2handed). I also removed the prereq of combat expertise and power attack from all feats. It seemed to me that the amount of precision you give up for power, or how defensive you are being should be more fluid and part of basic combat training (BAB). I feel like things cleave, lunge, pushing strike, and all the improved and greaters are an example of more specialized training and should require a feat. In that same respect I also made all metamagic feats innate,you just have to be able to cast spells of the level of the increase, if you want to power up a spell by blowing a higher slot thats all just part of mastering magic, and I allow casters to take any spell based feat and the extraX feats at levels where they could take a metamagic feat. My players really like it and I havent had any issues with PC's being over powered as a result.
1. Get rid of hit points. I prefer damage saves and health levels, mutants and masterminds has a pretty good system, I would like to see something like that listed as an alternative rule set. I always hated how a character would take a 40 point hit and be fine, then take another 40 point hit and hes still ok, then takes a 20 point hit and dead. 2. No more taking 10 on defense. Thats kinda how the system works now, you get your defensive bonuses plus the base 10 (an average roll) to set AC. I would prefer to make it a die roll, I house rule this with deflection and dodge bonuses going to defence roll and armor and shield bonuses adding to damage saves. The players really seem to like it and it makes the combat seem more dynamic. The players feel like they are accually doing something on the defensive side of combat. This also alows for more flexability with story telling, making rare epic moments where the underdog pulls off the unlikely defeat of the obviously superior foe.
To directly answer your post, the spiked armored kilt, still no profeciency needed, still threaten, you now have the option of lethal/ nonlethal on attacks, no doofy gloves, feel free to rub on the princess, and you get the +1 AC with no arcane fail or armor check. You will have to worry about that pesky +6 max dex though. As a side note;
ACK my bad I missed the homebrew part down there , Hi Im new here, Yeah as far as per ability I dont see a problem, well other than Def Sta it will kinda fizzle high end I think. If it fits your setting it should be fine
I will say, I really like where your going with this though. You might be better served creating an archtype off fighter though. This would make balance easier to maintain, and make it easier for existing characters to transition. The first lvl change could be to remove the bonus feat and replace it with bodyguard and in harms way, not requiring combat reflexes as the prereq, so they "kinda" get 3 feats for 1. Second Lvl she could pick up some touch AC help like Armor Master, or perhaps find a way to increase the number of AOO per round, or maybe some more Hits ect.. The Idea I have been kicking around is a combination of dazzling display and antagonize, I think they did somehting like it in UC I just havent gotten my copy yet but basically an AOE antagonize, and then a greater a a move action would be evven better. Good luck hope I wasnt too much of a downer, I do like the concept and I think you do too)
Detect Magic wrote: Sorry, I don't understand. Are you implying that the class is too powerful? Yep. First, Max Hit Die plus highest armor and shield type, and all weapons.Second, your base saves are too high for a 100% Att Bonus type. Third Challenge needs a "miss chance" right now its bodyguard, but with no miss chance, action needed, prereq feat, ect Forth, Protective gaze needs a "miss chance" just like challenge, its pretty much in harms way but without the 3 feat chain and chance to miss. I really dont have a problem with Def Sta but I would chop it up into a greater at like Lvl 7 and mighty at Lvl 15 make the fastheal start at 1 and go to 3 at Mighty, and stagger the AC bonus and will save to go like 2,3,4. Thats just Lvl 1 it pretty much follows suit the rest of the way, it even has 2 lvl 20's. The entire thing combines everything cool from 3 archtypes, the best HD, Best AttBon, Best armor, Best weapons, Second best Saves, no off stat requirement (everything runs off of the 3 physical stats) So yeah pretty OP |