| Ciaran Barnes |
I tackled some of the easier items. The longer class features I'll work on tonight.
I wasn't aware that the brawler had awesome blow. I copied and pasted from the original feat, and then modified the language. I have tried to use "attack action" in certain places in the document. I hope that will allow class features to work together.
Ascalaphus
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The way you did it in the previous version would work for the Awesome Blow included in the class, and for Vital Strike. (Which would be a decent feat choice for a Brute, I think, by the way.)
The way I proposed should be a bit more general; not limited to the "default" "attack action" that actually sees fairly little use.
I'm interested in your thinking on how the class should interact with dipping other classes, such as sneak-attackers and ragers, since this one has quite a few complementary class features. Once I know what you want it to do, it'll be easier to assist in making sure that's what actually happens.
In a way, you picked a good moment to work on this. Now that the ACG is public we can make sure it interacts with the new feats in it in the right way. We should be looking at interaction and overlap with the Brawler as well. Although the Brawler looks a lot "techier" than the Brute, so I think there's a clear niche for both.
I think I'll use a low-level Brute as one of the opponents in next monday's game, to see what it's like to fight against.
| Ciaran Barnes |
Yes I see. I thought that attack action wax used more often, such as at the end of a charge. Would 'single attack' be sufficient to steer if away from any cases of full attack? Single attack covers the intent, but it is also vague.
As for overall intent, I want the brute to be able to take a beating and not play nice. He doesn't practice much, doesn't learn the "right" way to do things, he just applies direct force to things he doesn't like. Being scary and smashing just so happen to be the easiest, most effective way.
I could of DR instead of temps, but a temp shield, in my mind at least, represents more of an ability to take some little bps and bruises and walk away unscathed. Would DR be identical if set high enough?
| Ciaran Barnes |
Next try for the main thrill of a fight ability, using DR instead of temps.
The brute can spend a thrill point as an immediate action when he deals or takes damage. If he does so, he gains Damage Reduction equal to 1/2 his brute level + his Constitution bonus (minimum 1), and a +2 morale bonus to his natural armor and saving throws. These benefits last until the beginning of his next turn. If he deals damage to, demoralizes, or successfully uses a combat maneuver on an enemy before then, the benefits last 1 additional round. Additional rounds do not stack. A brute must be able to concentrate to use this ability. At 6th level and every six levels thereafter, this morale bonus increases by 1.
Ascalaphus
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"attack actions" and "single attacks" and such are a minefield of terminology. Trawl the forum search engine for some of the hate threads about Vital Strike and Spring Attack to get an idea.
In short: Vital Strike requires the "attack action", and so do a few other abilities. Meanwhile, there are many abilities that let you "as a standard action... do stuff... make an attack... more stuff"; but that's not the attack action. Those are special attacks that happen to cost a standard action. But since they don't use the normal standard attack action, they can't be combined with Vital Strike, or in this case, Mighty Blow. I'll take another look at that language when I'm sober again.
The main difference between getting temp HP and DR is that temp HP gives you a total budget for a round. If there's one monster beating on you, DR 5 and +5 temp HP is the same thing. If you get hit give times, DR is much better because it'll apply to every attack separately.
I guess "must be able to concentrate" is actually code for Not Raging here? Because we have the "Concentrate/Maintain Concentration" standard action, and there are some conditions that talk about inhibiting actions requiring concentration, but then go on to specify more clearly what that entails, like Nauseated.
I think if you want to prohibit combining ToaF with Rage, it'd be better to just explicitly say so, otherwise people will either not get it, or try to find ways around it.
I'm also not entirely sure if we're really on the right side of this issue. Thematically, it kinda makes sense that Rage and ToaF would stack. And mechanically it makes sense as well.
However, it'd be very cheesy if people immediately started multiclassing because it's a great combo. Tricky.
I'll take a look at the new draft tomorrow.
| Ciaran Barnes |
I'd prefer to avoid stacking. As is, rage is a very powerful 1st level ability. TOAF at 1st level could possibly be a powerful 1st level ability, we'll see how it turns out. But if you like, sell me on why they should be allowed to stack.
For now, I'll change the wording to explicitly say rage. I was trying to be clever, to my detriment.
and its good to know that I'm not the only one who has a couple drinks and then posts messages.
| Ciaran Barnes |
Yup, it's me again. Multiple editorial changes and corrections in the latest version. Loads of little things I don't need to mention.
Brawler
I added some additonal uses of thrill points at 1st level, so the brute has something aside from TOAF to spend points on. Are these abilities too much?
Brute force
Expanded. As he gains level, the brute counts as being larger for various abilites.
Bully
After the first tome intimidating a creature, it is easy to do again. Seems thematic for a bully.
Mighty blow and others
I changed attack action to when he uses a standard action to make an attack. I think this will cover attack actions and various abilities that use a standard action, such as vital strike, etc. See any problems?
Imp and greater thrill of a fight
The conditions return to their normal state after thrill of a fight ends. I feel the wording works that way, and would rather avoid getting too wordy here, but does it need furher explanation?
Mighty throwing
I shortened it up some, hopefully making it more clear.
Smash on the run
The thrill point use is no longer tied specifically to the class feature. It can be used with other actions too.
Greater blunt heavy objects
This is new, and clunky I'm sure. Inspired by the 3.5 prestige class war hulk.