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Ciaran Barnes wrote:

I like the name and the concept. Also seeing some things I don't like.

I wouldn't call this a barbarian/rogue hybrid class. It's a twist on the barbarian with some other abilities thrown in. Adding in rogue doesn't conceptually fit with what you describe in the opening, or with what might be the common perception of myrmidons. It would be OK to drop the hybrid/parent class thing. If anything, this is a barbarian/fighter with trap sense.

I am so against choosing a weapon at 1st level and being stuck with it. What if I choose rapier and then the entire campaign is full of glaives abd crossbows and scimitars and battle axes? I would be sorry, and its not good class design. I really dislike that the new rogue does it, but at least it eventually has 3 weapons (which is still no good). First, I would suggest that you remove it entirely. If not, then push it to a higher level and maybe apply to a weapon group.

Thrill has a good start (I made a class with a class feature with the same name), but I think it needs to be simplified. Remove the movement based stuff. At low levels, it should be simple to use. You can add it stuff with higher level class features, feats, or stunts.

Hey Ciaran, thanks for the analysis! I didn't think that the weapon choice would be the first critic, it surprised me. Actually I kinda like the idea of a weapon specialist, after all we have weapon focus and many others feats that are based in this idea. Maybe the concept I'm seeking turns out to be more like a "you have a bonus just with your main weapon, don't use multiple weapons at the same time". Do you think adding something like a "training ritual" would troublesome? Just because I don't think that would be balanced if the Myrmidon swaps his bonus for weapons during the battle.

Well, the hybrid thing was mostly to prevent multiclassing. It would be a pain if a player multiclasses with barbarian for example. Would not make sense. But maybe the second class could be changed. I thought of the rogue mainly because the rogue's talents he has access, and I think that having some of these talents are really nice to the concept.

Could you share your class with me? Can be via email if you don't like the idea of posting here.

Cheers man! Aroden's blessing for you


Hello people!
So, last year i've had an idea of creating a hybrid class that combines things from various melee fighting classes based on dexterity. Inspirations were the Myrmidon class from Fire Emblem and other daring fighters such as the Spartans. In the end, i've molded a mechanic that is basically the barbarian's rage, but based in dexterity that is called "Thrill", and I combined with most of the the rogue's features and even from the Duelist class. I really don't think I would have success in creating a balanced class in the first try, but up until now I have a player with lv 3 in the class and no ploblems have been noted.
Could you guys please help me to balance the class?
Feel free to contact me

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Myrmidon

Description
Stories of legendary warriors that could use the heat of the battle to rapidly defeat his opponents while in movement, even when outnumbered, are often heard between the ranks of an army. The firsts Myrmidons descended from barbarians, but instead of developing a raging power, they preferred to use this in a way to expand his skills and to master the art of a quick foot with a single weapon, creating a unique hybrid style.
This deadly warrior is specialized in using his skills and the power of his adrenaline thrill to flank the enemies lines with his favorite weapon, in a most impressive daring way.

Role
Myrmidons role is a combination of a Barbarian and a Rogue in combat, using a quick footwork and precision with destructive blows if in the front line, showing skills of a daring warrior, still very different from a Swashbuckler that relies on his Charisma or a Duelist that relies on the Intelligence, but performing battle feats of true athletic and agile warrior. He can be a powerful spear-shield warrior, a quick and deadly rapier user, a stunt two-weapon soldier, or any other master of one single weapon.

Alignment: Any.

Hit Die: d10.

Parent Classes: Barbarian and Rogue.

Starting Wealth: 3d6 x 10 (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Skills per level
4 + Int modifier

Class skills
Acrobatics(Dex)
Climb(Str)
Escape Artist(Dex)
Intimidate(Cha)
Knowledge[Geography](Int)
Knowledge[History](Int)
Perception(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Swim(Str)

Level___BAB__________Fort Save____Ref Save____Will Save________Special
1st_____+0___________+2___________+2__________+0________Myrmidon Focus +1, Thrill, Enhanced Mobility
2nd_____+1___________+3___________+3__________+0________Fast Movement, Uncanny Dodge
3rd_____+2___________+3___________+3__________+1________Nimble +1, Combat Reflexes, Danger Sense +1
4th_____+3___________+4___________+4__________+1________Myrmidon Focus +2, Parry, Myrmidon Stunt
5th_____+3___________+4___________+4__________+1________Evasion, Improved Uncanny Dodge
6th_____+4___________+5___________+5__________+2________Endurance, Precise Strike(Ex), Danger sense +2
7th_____+5___________+5___________+5__________+2________Nimble +2, Myrmidon Stunt
8th_____+6/+1________+6___________+6__________+2________Myrmidon Focus +3, Foot-soldier Tenacity
9th_____+6/+1________+6___________+6__________+3________Critical Perfection (Ex), Danger sense +3
10th____+7/+2________+7___________+7__________+3________Myrmidon Stunt, Fighter Training (Ex)
11th____+8/+3________+7___________+7__________+3________Nimble +3, Greater Thrill
12th____+9/+4________+8___________+8__________+4________Myrmidon Focus +4, Danger sense +4
13th____+9/+4________+8___________+8__________+4________Perfect Blow(Ex), Myrmidon Advanced Stunt
14th____+10/+5_______+9___________+9__________+4________Foot-soldier Stability
15th____+11/+6/+1____+9___________+9__________+5________Nimble +4, Danger sense +5
16th____+12/+7/+2____+10__________+10_________+5________Myrmidon Focus +5, Myrmidon Advanced Stunt
17th____+12/+7/+2____+10__________+10_________+5________Tireless Thrill
18th____+13/+8/+3____+11__________+11_________+6________Foot-soldier Supremacy, Danger sense +6
19th____+14/+9/+4____+11__________+11_________+6________Nimble +5, Myrmidon Advanced Stunt
20th____+15/+10/+5___+12__________+12_________+6________Master of Adrenalin

Weapon and Armor Proficiency
A myrmidon is proficient with all simple and martial weapons, light armor, and shields (except tower shields).

Myrmidon Focus
A myrmidon must select a melee weapon in the 1st level. This choice cannot be his unarmed attacks or any natural weapons. Once this choice is made, it cannot be changed.
He gains +1 precision damage for his weapon if it is an light, one-handed or piercing weapon. This damage increases at 4th level and every 4 levels after to a total of +5 at level 16. This additional damage is precision damage and is not multiplied on a critical hit.

Thrill
While in the heat of the battle, the Myrmidon can unleash a powerful daring power that ignites the thrill and fury of his body adrenalin.
At 1st level, a Myrmidon can be thrilled for a number of rounds per day equal to 4 + his Constitution modifier.
For each level after 1st he possesses, the Myrmidon can be thrilled for 2 additional rounds per day.
Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a Myrmidon can be thrilled per day.
A Myrmidon can enter in Thrill as a free action.
The total number of rounds of Thrill per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in Thrill, a Myrmidon gains +2 bonus on melee attack rolls and critical confirmation rolls with his chosen weapon.
Every round in Thrill, the Myrmidon must move at least 5 feet to gain these bonus, but the penalties still occur if he does not.
If he takes a Full Attack action in Thrill, he is able and must move 5 feet before each attack. This additional movement cannot exceed the myrmidon's base speed. His first movement in this case count as a 5-feet step and does not provoke attack of opportunity. However, any extra movement trigger attack of opportunity as normally. This kind of move cannot be taken if the Myrmidon normally would not be able to move the required steps, such as being in a difficult terrain without having any special ability.
In addition, until the next turn, he gains +2 bonus on Reflex saving throws if he moved at least 10 feet this round.
Due to the nature of this power is putting Myrmidon's body into stress, while in Thrill, he takes +1 damage of bleed effects and heals only half of any source.
A Myrmidon cannot use any Charisma-, Intelligence-, or any ability that requires patience and expression (such as spellcasting) if he is in Thrill. He can however, make some concentration actions and battle arts, like doing precision damage, called shots, combat maneuvers, other precision actions, and the use critical feats. Other actions can be taken GM's discretion.
A myrmidon can end his thrill as a free action, and is fatigued for 1 minute after a thrill ends. A myrmidon can't enter a new thrill while in the following conditions: fatigued, exhausted, wearing medium or heavy armors, riding a vehicle or animal. Otherwise, he can enter a Thrill multiple times per day. If a myrmidon falls unconscious, his thrill immediately ends. If any spell, spell-like ability or action, harmful or not, alters the myrmidon emotions in a sense of calming him, his thrill immediately ends.

Enhanced Mobility (Ex)
At 1st level, when wearing light or no armor, a myrmidon gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square. He can use shields and maintain this bonus, however, never a tower shield.

Fast Movement
At 2nd level, a myrmidon's base speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, and not carrying a heavy load. Apply this bonus before modifying the myrmidon's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the myrmidon's base speed.

Uncanny Dodge (Ex)
At 2nd level, a myrmidon can react to danger before his senses would normally allow his to do so. he cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A myrmidon with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against his.
If a myrmidon already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Nimble
At 3rd level, a myrmidon gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the myrmidon to lose his Dexterity bonus to AC, such as being grappled, also causes his to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Combat Reflexes
At 3rd level, a myrmidon gains the benefit of the Combat Reflexes feat when using his chosen weapon.

Danger Sense (Ex)
At 3rd level, a myrmidon gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 myrmidon levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Parry (Ex)
At 4th level, a myrmidon learns to parry the attacks of other creatures, causing them to miss. Whenever the myrmidon takes a full attack action with his chosen weapon, he can elect not to take one of his attacks. At any time before his next turn, he can attempt to parry an attack against him or an adjacent ally as an immediate action. To parry the attack, the myrmidon makes an attack roll, using the same bonuses as the attack he chose to forego during his previous action. If his attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the myrmidon, the myrmidon takes a –4 penalty on his attack roll. The myrmidon also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The myrmidon must declare the use of this ability after the attack is announced, but before the roll is made. He can use this ability a number of time equals to half his level per day, after that, he must make a long rest to regain the uses of the ability.

Myrmidon Stunt
The Myrmidon can have several stunt draw from the rogue talent list and barbarian rage power list. Every 3 levels after the 4th, he gains another stunt.
When selecting this power, any level dependency such as Barbarian level count as Myrmidon levels, and Rogue Sneak Attacks count as the Myrmidon precision weapon damage. Unless otherwise noted, a myrmidon cannot select an individual stunt more than once.
In the 4th level, the Myrmidon can take one of the following rogue talent list:
Assault Leader (Ex), Canny Observer (Ex), Positioning Attack (Ex), Strong Impression, Survivalist, Expert Leaper (Ex), Ledge Walker (Ex), Nimble Climber (Ex)Resiliency (Ex), Stand Up (Ex), Weapon Training.
A myrmidon cannot take any other rogue talent.
Otherwise, he can take a Barbarian rage power, but for his Thrill. A myrmidon gains the benefits of such stunt only while in Thrill. Some of these stunt are always active during a thrill, and others require the myrmidon to take an action to use them. A myrmidon can never take a stance rage power as his stunt.
He can take one of the following stunts:

4th level stunts:

Intimidating Glare (Ex): The myrmidon adds his Dexterity modifier in place of his Charisma modifier on all Intimidate checks to demoralize a foe. He can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the myrmidon successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the myrmidon's current thrill.

Enhanced Vision (Ex): The myrmidon's sight sense sharpen while in Thrill. He gains low-light vision if he does not have it already. If he already had low-light vision, he gains darkvision. If he also already had the darkvision, the range of that darkvision increases by 60 feet. Also, the myrmidon gains a bonus on sight based perception of +4. The myrmidon can select this stunt multiples times, but this last bonus effect does not increase.

No Escape (Ex): The myrmidon can move up to double his base speed as an immediate action. He can use this ability only when an adjacent foe uses a withdraw action to move away from his. He must end his movement adjacent to the enemy that used the withdraw action. The myrmidon provokes attacks of opportunity as normal during this movement.

Roused Anger (Ex): The myrmidon can enter a thrill even when fatigued. If the myrmidon enters a thrill while fatigued, he loses the fatigued condition and he does not gain the bonus on reflex that normally he would. Once this thrill ends, the myrmidon is exhausted for 10 minutes.

Enhanced Olfaction (Ex): The myrmidon’s smell sense sharpen while in Thrill. He gains the scent ability if does not have it already. He can use this ability to locate unseen foes. If he already had scent, the range of this scent increases by 1-1/2 times. Also, the myrmidon gains a bonus on smell based perception of +4. The myrmidon can select this stunt multiples times, but this last bonus effect does not increase.

Swift Foot (Ex): The myrmidon gains a 10-foot enhancement bonus to his base speed. A myrmidon can select this stunt up to three times; its effects stack.

Enhanced Audition (Ex): The myrmidon's sound sense sharpen while in Thrill. He gains a bonus on sound based perception of +4 in 30 feet. The myrmidon can select this stunt multiples times, the bonus does not increase, but the range increases by 30 feet.

7th level stunts:

Sprint (Ex): The myrmidon adds 1/2 his speed to the distance he can move when he runs or charges. A myrmidon must have the swift foot stunt and be at least 7th level to select this stunt.

Sharpened Accuracy (Ex): While in the accurate stance, the myrmidon ignores the miss chance for concealment and treats total concealment as concealment. He also ignores cover penalties except those from total cover. A myrmidon must be at least 7th level to select this rage power.

Internal Fortitude (Ex): The myrmidon is immune to the sickened and nauseated conditions. A myrmidon must be at least 7th level to select this rage power.

Crippling Blow (Ex): Once per day when the myrmidon hits with an attack, she can deal 1 point of ability damage to the target's Strength or Dexterity score. This damage increases by 1 point for every 4 levels the myrmidon has. A myrmidon must be at least 7th level to select this power.

Unexpected Strike (Ex): The myrmidon can make an attack of opportunity against a foe that moves into any square threatened by the myrmidon, regardless of whether that movement would normally provoke an attack of opportunity. The myrmidon can use this ability only when there are no other foes in a square threatened by the myrmidon. A myrmidon must be at least 7th level to select this stunt.

10th level stunts

Fearless Thrill (Ex): The myrmidon is immune to the shaken and frightened conditions (but not the panicked condition). A myrmidon must be at least 10th level to select this power.

Mighty Attack (Ex): The myrmidon automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. This ability can be used only once per day. A myrmidon must be at least 10th level to select this power.

Evasion
At 5th level, a myrmidon can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the myrmidon is wearing light armor or no armor. A helpless myrmidon does not gain the benefit of evasion.

Improved Uncanny Dodge
At 5th level, a myrmidon can no longer be flanked. This defense denies enemies the ability to sneak attack the myrmidon by flanking him, unless the attacker has at least 4 more levels in a class that provides sneak attack than the myrmidon has myrmidon levels.
If the myrmidon also has uncanny dodge from another class, levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the myrmidon.

Endurance
A myrmidon gains Endurance as a bonus feat at 6th level.

Precise Strike (Ex):
At 6th level, once in a day, while not fatigued, a myrmidon gains the ability to strike precisely with his chosen weapon. While in thrill, a myrmidon can add double of his precision weapon bonus to the damage dealt with his chosen weapon. The myrmidon can use this bonus an extra time for each 6 levels he has, to a maximum of 4 in the 18th level. This is still a precision damage. Instead, as a swift action, a myrmidon can spend 1 use of the precise strike and 1 round from his Thrill to add the triple of his precision weapon bonus on the next attack. This benefit must be used before the end of his turn, or it is lost.

Foot-soldier Tenacity
At 8th level, the Myrmidon gains a +2 Armor Class while fighting against an opponent riding a vehicle or animal. Anything that causes the myrmidon to lose his Dexterity bonus to AC, such as being grappled, also causes his to lose this dodge bonus.

Critical Perfection (Ex)
At 9th level, The myrmidon gains Critical Focus with his chosen weapon as a bonus feat.
In addition, the myrmidon may use his levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a myrmidon’s chosen weapon.

Fighter Training (Ex)
Starting at 10th level, a Myrmidon counts his level - 7 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his chosen weapon.

Greater Thrill
At 11th level, while in Thrill, the Myrmidon's bonus on melee attack rolls, critical confirmation rolls with his chosen weapon and the reflex bonus if he moved at least 10 feet this round increases to +4.

Myrmidon Advanced Stunt:
In the 13th level, in addition with the other stunts that the myrmidon could already take, he can choose an advanced rogue talent in the following list:
Another Day (Ex), Fast Tumble (Ex), Hide in Plain Sight (Ex), Redirect Attack (Ex), Defensive Roll (Ex), Feat, Improved Evasion (Ex), Opportunist (Ex); Terrain Mastery, Greater (Ex)

Foot-soldier Stability
At 14th level, the Myrmidon bonus to Armor Class against opponents that are riding some vehicle or animal also applies when the opponent is flying.

Perfect Blow(Ex):
At 15th level, while the myrmidon is in Thrill, he can as a full-round action make a perfect blow, pooling all of his attack potential into a single melee attack made with his chosen weapon. When he does, he makes the attack against the target's touch AC, and ignores all damage reduction. This attack expend 2 rounds of the myrmidon Thrill.

Tireless Thrill
At 17th level, a myrmidon is no longer fatigued at the end of his thrill.

Foot-soldier Supremacy
At 18th level, the Myrmidon bonus to Armor Class against opponents that are riding some vehicle or animal increases to +4.

Master of Adrenalin
At 20th level, while in Thrill, the Myrmidon's bonus on melee attack rolls, critical confirmation rolls with his chosen weapon and the reflex bonus if he moved at least 10 feet this round increases to +4. In addition, if he confirms a critical with his chosen weapon, the multiplier of the weapon is one number higher (x2 goes to x3, x3 goes to x4 and so on).


Imagine Baze from Rogue One, a middle aged man, tall and big, long hair, asian skin tone, using a pistol, a full plate armor, a tower shield in the back, a buckler and shooting a pirate's head


Also, if you have a small sized race, with a medium mount, would be possible to use this in a indoor situation, right? ... I don't know, just sound broken to me, because the maximum damage would be ridiculous basically every time this kind of opportunity appears.
In a world wound like campaign this pc would be a mvp always, given the multiple situations where he could also take a boost for his strength and so on..


QuidEst wrote:

Paladins are really good at killing evil outsiders. If the GM regularly throws evil outsiders at one along with a clear charge lane on the ground, then yeah.

Keep in mind, though, that smite and challenge must be activated on separate rounds. The outsider has a round to prepare before the charge. The answer likely involves "Greater Teleport".

Thanks for the advice about the rounds, I have already made this kind of mistake as a player when I made a Kensai and it was just OP.


Hey there! So I was considering making a new npc to my game, it would be a Aasimar Paladin to act as a leader to my pcs.

I started to study the options and at the same time was advising one player about the variant multiclassing option, then I realized something funny.

If you create a Paladin, focused in charge with spears, taking the multiclass with Cavalier, you can basically OHKO any evil outsider.

Using the charge with spears brings you an x3 modifier for the attack. Using both challenge and smite evil, you have a bonus x3 of your level.

Consider a lv 7 character, could be human for the extra feat, didn't check if is possible by the numbers of feat you have less, but could be possible you have spirited charge shenanigans and stuff. Just consider a HIT in a evil outsider from this charge, rolling 1 in the damage dice.

You have:

(1+7+7+7) * 3 = 66 damage

Being the least damage you can possible deal at level 7 in this situation.

Dear god. Would this be normal to accept in any game? What do you think?