Valeros

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It took me forever, but I updates the document with the suggestions that I received. I liked the idea of the vanguard talents and will add more of them in the future. Thanks again for your encouragement and please feel free to keep adding suggestions.

https://docs.google.com/document/d/19gqqHt4BbavoBEeXEYl5qtcFHr9Sv_TOWyjaebF dbPc/edit?usp=sharing


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Thanks, DM_aka_Dudemeister!! I'll look over all your feedback, it is very appreciated!


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In case you don't want to puzzle through my terrible formatting:

https://drive.google.com/file/d/1bmu7RPhAHH5BowfoIaUNwKOFCN96fOyD/view?usp= sharing

Thanks!


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I started out trying to update the 3.5 Scout, but wound up making something a little different, so I renamed it. Please tell me what you think.

Vanguard
This is a hybrid class that resurrects a mechanic that was under used in a previous edition. The scouts skirmish feature was a fun and innovative idea that encouraged a particular fighting style. The class in 3.5 was most effective when multiclassed with a ranger. However, Paizo already did that, with the Slayer, so why not try with the actual fighter, which has some abilities that compliment a martial rouge class from the outset.

Role: The Vanguard is the advance scout for the party. Maneuverability, sharp senses, and combat ability are the strengths that the vanguard brings to bear in the service of the group.
Alignment: Any
Hit Dice: d8
Parent Classes: Fighter and rouge
Starting Wealth: 3d6 x 10 gp

Class Skills: Disable device, perception, search, survival, diplomacy, bluff, stealth, intimidate, swim, climb, acrobatics, climb.

Class Features
The following are the class features of the vanguard,
Weapons and Armor Proficiency: Vanguards are proficient with all simple and martial weapons, and with light and medium armor, but not with shields.
Scrimmage: When moving before an attack the vanguard deal extra damage and gain a bonus to AC. The damage is precision based and the AC bonus is a competence bonus. The vanguard must move more than 10 feet. A vanguard can only use this ability when wearing light or medium armor and not while carrying a heavy load.

Trapfinding: The vanguard has the trapfinding and trap sense abilities as a rogue of his level.

Track: A vanguard takes no penalty to track when moving at half speed or slower. At #level the vanguard can move at normal speed without penalty.
Fast Movement: The vanguard gains the listed increase to base movement provided the vanguard is wearing light armor, or medium armor with which the vanguard has no armor check penalty due to armor training, and is only carrying a light load.
Bonus Feat: A vanguard can pick a bonus feat from the list of fighter combat bonus feats.
Armor training: A vanguard has the armor training just as the fighter ability of the same name.

Trackless Step: The vanguard leaves no trail in wilderness settings.

Camouflage: The vanguard can use their surroundings to change their appearance. They gain a bonus to stealth rolls equal to their int modifier.

Unhindered Stride: Difficult terrain no longer impedes the vanguard unless the impediment to motion is magical.

Heightened Senses: +2 experience Bonus to skill checks for Perception and Search.
Seasoned Judgement: Reroll perception/ sense motive/ search once each per day

Elite Skirmisher: The vanguard gains the ability hide even while being observed per the ability Hide in Plain Sight and is able to move and perform a full attack action if not all of the vanguard’s movement is used before the attack action.


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I think this was mentioned earlier in the post, but one of the fixes that Pathfinder did for the paladin was making the spell casting charisma based, so that you didn't have to worry about spreading your main stats between Wisdom, Charisma, Strength, and Constitution. I think this will leave the Warpriest at a distinct disadvantage versus paladin/antipaladin.


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Cthulhudrew wrote:

This is my favorite class so far (only up to Slayer), and I really enjoy the Inspiration pool feature. It helps make it seem less like just a hybrid and more of its own thing.

The only thing I don't like, actually, is the Sneak Attack. This doesn't really seem to fit the concept. I think changing this out for something else, or else making it a slightly different take on Sneak Attack (something that draws on the Inspiration pool, for instance) would work better.

I agree with your stance on sneak attack. Maybe extra damage based on perception checks, (seeing weak spots, previous injuries, etc.) since it fits with observation/deduction.


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Well, that is great news to me! I am really excited to see the new material. Thanks!