The Bright Blade (now version 1.9)

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The Bright Blade (now version 1.9)

Post by Talisman »

Here we go with version 1.9

Many thanks to Sigma999 and Frank Trollman for their useful advice. I didn't incorporate everything, but I did consider everything.

"Do not frown, mortal. Laugh! Laugh, for the dance of steel, for the music of the blades, and for the beauty of bright blood on the green moss!"
--Evalor Silverstar, wyldar bright blade

The Bright Blade
version 1.9

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Level Base Attack    Fort  Ref   Will  Special[br].     Bonus          Save  Save  Save  Abilities[br].[br]1     +1             +0    +2    +2    Bonus feat, glamourie, [br].                                      swift walker, wildstrike[br]2     +2             +0    +3    +3    Unearthly grace[br]3     +3             +1    +3    +3    Lucky dodge[br]4     +4             +1    +4    +4    Uncanny dodge[br]5     +5             +1    +4    +4    Flashing blade[br]6     +6/+1          +2    +5    +5    Smite magic 1/day, rainbow strike[br]7     +7/+2          +2    +5    +5    Woodland stride[br]8     +8/+3          +2    +6    +6    Improved uncanny dodge, rainbow burst[br]9     +9/+4          +3    +6    +6    Flickerstep, smite magic 2/day[br]10    +10/+5         +3    +7    +7    Bonus feat, evasion[br]11    +11/+6/+1      +3    +7    +7    Greater smite magic, slippery mind[br]12    +12/+7/+2      +4    +8    +8    Smite magic 3/day[br]13    +13/+8/+3      +4    +8    +8    Rainbow blast[br]14    +14/+9/+4      +4    +9    +9    Improved flickerstep[br]15    +15/+10/+5     +5    +9    +9    Smite magic 4/day[br]16    +16/+11/+6/+1  +5    +10   +10   Improved evasion[br]17    +17/+12/+7/+2  +5    +10   +10   Rainbow fury[br]18    +18/+13/+8/+3  +6    +11   +11   Smite magic 5/day[br]19    +19/+14/+9/+4  +6    +11   +11   Greater flickerstep[br]20    +20/+15/+10/+5 +6    +12   +12   Bonus feat, transcendance


Wildstrike by Level

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Level Weapon Effect[br]1-4   1d6 energy[br]5-8   1d6 energy + 1d10 burst[br]9-12  2d6 energy + 1d10 burst[br]13-16 2d6 energy + 2d10 burst[br]17-20 3d6 energy + 2d10 burst


Bright Blade Glamouries by Level

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.     Glamouries    Maximum Level[br]Level Per Encounter Available[br]1     2             0[br]2     2             1st[br]3     2             1st[br]4     2             2nd[br]5     3             2nd[br]6     3             2nd[br]7     3             3rd[br]8     3             3rd[br]9     3             3rd[br]10    4             4th[br]11    4             4th[br]12    4             4th[br]13    4             5th[br]14    4             5th[br]15    5             5th[br]16    5             6th[br]17    5             6th[br]18    5             6th[br]19    5             6th[br]20    6             6th


Bright Blade Glamouries Available

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0 level[br]cure minor wounds*  dancing lights      flare               ghost sound[br]guidance*           resistance*[br][br]1st Level[br]call weaponry**     detect law          divine favor        enlarge person*[br]entropic shield     expeditious retreat faerie fire         feather fall[br]obscuring mist      precognition, defensive**               precognition, offensive**[br]prescience, offensive**                 protection from evil/good/law[br]reduce person*      remove fear         shield              shield of faith*[br]vigor**[br][br]2nd Level[br]aid*                align weapon        animal affinity**   barkskin*[br]blur*               body equilibrium**  dimension swap**    energy adaptation, specified**[br]hustle**            mirror image        prowess**           psionic lion's charge**[br]remove paralysis    resist energy*      see invisibility    shield other[br]wall walker**[br][br]3rd level[br]daylight            dimension slide**   displacement*       fly*[br]haste*              heroism*            magic circle against evil/good/law[br]magic vestment*     protection from energy*                 water walk*[br][br]4th level[br]chaos blade***      death ward*         dimension door*     energy adaptation** [br]freedom of movement*                    globe of invulnerability, lesser        [br]magic weapon, greater*                  remove curse        spell immunity*[br][br]5th Level[br]adapt body**        dispel evil/good/law                    oak body**[br]psychofeedback      righteous  might    second chance**     spell resistance*[br]tree stride*[br][br]6th Level[br]break enchantment   dimensional lock    ethereal jaunt      fate of one[br]globe of invulnerability                heroism, greater*   mind blank, personal**[br]mislead             protection from spells*                 spell turning[br]true seeing*[br][br]*Affects the bright blade only, regardless of the normal range or number of targets,[br]and even if it would not normally affect someone of the bright blade's creature type.[br]**Based on a psionic power (see the Expanded Psionics Handbook)[br]***As the paladin spell holy sword, but chaotic instead of good.


Bright blades are the knights and fair warriors of the Otherworld, the gleaming, beautiful soldiers of the Courts, and the rainbow-clad knights of the Grand Tourneys. Unlike most mortal warriors, bright blades treat war as an art form, akin to song or dance. They percieve beauty in swordplay, and consider a well-fought battle to be as satisfying and uplifting as any masterwork of painting or storytelling.

Abilities: As a warrior, Strength and Constitution are important to the bright blade. Charisma is also very important, as it powers the bright blade's special abilities. Since they are limited to medium armor, Dexterity is useful for increasing the bright blade's AC.
Alignment: A bright blade must be chaotic, as they represent the concept of freedom. However, despite the name, bright blades can be good, neutral or evil. Good bright blades seek out the dark things of the world and defend those weaker than themselves.
Neutral bright blades defend the concept of freedom at any cost, opposing laws regardless of their justice, and freeing the imprisoned regardless of their guilt. They may work with either good or evil as it suits them, often changing their alliances to reflect their current goal.
Evil bright blades represent the darkest form of anarchy; they revel in their freedom to do whatever they wish, and adhere to the idea that might makes right. Selfish to the core, evil bright blades serve others only when their masters are extremely powerful, or if the bright blade benefits greatly from the relationship.
Hit Die: d8
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int)
Skill Points at 1st Level: (4 + Int modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Weapon and Armor Proficiencies: Bright blades are proficient with all simple weapons, all light and one-handed martial melee weapons, long and shortbows, with light and medium armor, and with shields (but not tower shields).

Glamourie (Sp): When he has wildstrike active, a bright blade can use a number of supernatural abilities, called "glamouries." Glamouries are supernatural abilities that mimic spells. At 1st level, a bright blade can use two glamouries per encounter; expended glamouries are refreshed 10 minutes after use. A bright blade gains one extra use of glamouries at 4th level and every four level thereafter (3 glamouries at 4th level, 4 at 8th, 5 at 12th, 6 at 16th, and 7 at 20th).
A bright blade can choose between all his glamouries known at the time of use. A bright blade automatically knows all glamouries of his maximum level or lower, as indicated on Table: Bright Blade Glamouries by Level.
A bright blade can use a glamourie as a move action. Starting at 5th level, the bright blade can use a glamourie of any level lower than his highest-level as a swift action instead of a move action. For example, a 13th-level bright blade could use any glamourie of 4th level or lower as a swift action, but a 5th-level glamourie would be a move action.
All glamouries with a non-instantaneous duration end immediately when wldstrike ends, regardless of the normal duration of the spells they mimic.
Despite their similarities, glamouries are supernatural abilities, not spells or spell-like abilities. They have no spell failure chance, do not require somatic components, and do not provoke attacks of opportunity.
The save DC, where appropriate, is equal to 10 + 1/2 bright blade's class level + bright blade's Charisma modifier.

Swift Walker (Ex): A bright blade's land speed is not reduced by medium armor. It is reduced normally by heavy armor or encumbrance.

Wildstrike (Su): As a swift action, a bright blade may infuse her weapon with eldritch energies. A bright blade may use wildstrike a number of times per day equal to 3 + her Charisma modifier; a single use of wildstrike lasts for one encounter, or until at least three rounds without combat.
At 1st level, the weapon becomes infused with cold, electricity or fire (bright blade's choice), and deals an additional 1d6 points of energy damage on each hit. The bright blade may select a different energy type each time she activates wildstrike, and may change the energy type as a swift action by expending an additional use of wildstrike. This ability does not stack with the flaming, frost or shock weapon enhancements of the same energy type.
At 5th level, the weapon deals an additional 1d10 points of energy damage on a critical hit. This ability does not stack with the flaming burst, icy burst or shocking burst weapon enhancements of the same energy type.
At 9th level the weapon deals 2d6 points of energy damage, not 1d6.
At 13th level, the weapon deals an additional 2d10 points of energy damage on a critical hit, not 1d10.
At 17th level, the weapon deals 3d6 points of energy damage, not 2d6.
All energy damage must be of the same type (all fire or all cold, for example). The bright blade may change the type of energy as a swift action by expending another use of wildstrike.
These changes are summarized above under Wildstrike by Level.
If the bright blade wields two weapons, she must expend two uses of wildstrike (using two swift actions) to enhance both weapons.

Bonus Feat: At 1st, 10th and 20th levels the bright blade gains a bonus feat, which is chosen from the following list. The bright blade must meet any prerequisites for the feat normally.
Blind-Fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Quick Draw, Two-Weapon fighting (Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Weapon Finesse.


Unearthly Grace (Su): At 2nd level, a bright blade gains a luck bonus equal to her Charisma bonus (if any) on all saving throws. This bonus does not stack with Divine Grace or any similar ability.

Lucky Dodge (Ex): At 3rd level the bright blade gains a luck bonus to AC equal to his Charisma modifier, but never higher than 1/2 his class level. He loses this bonus when wearing heavy armor or carrying a heavy load, or anytime he loses his Dexterity bonus to AC.

Uncanny Dodge (Ex): Starting at 4th level, a bright blade can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a bright blade already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Flashing Blade (Ex): At 5th level, when wielding a wildstrike-enhanced weapon, a bright blade adds his Charisma modifier as a luck bonus on damage rolls.

Smite Magic (Su): At 6th level, once per day, the bright blade may smite magic as part of a normal attack with a wildstrike-enhanced weapon. This produces an effect identical to a targeted dispel magic, except that it uses the attack roll as the dispel check. Use of this abiliity must be declared before rolling to hit, and a miss wastes the attempt.
The bright blade gains an additional daily use of this ability every 3 levels (at 9th, 12th, 15th and 18th levels).

Rainbow Strike (Su): At 6th level the bright blade learns to channel raw eldritch energy through his weapon. When the bright blade successfully damages a foe with a wildstrike-enhanced weapon, he may, as a free action, choose to expend a use of wildstrike to impose a condition upon the struck creature. The bright blade may render his target either blinded or dazed for one round; a Will save (DC 10 + 1/2 bright blade's level + bright blade's Charisma modifier) negates the effect.
A bright blade may use this ability no more than once per round.

Woodland Stride (Ex): Starting at 7th level, a bright blade may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Rainbow Burst (Su): At 8th level, when a bright blade uses his rainbow strike ability, all enemies adjacent to the struck target must also make Will saves or be affected by the rainbow strike effect. These peripheral targets gains a +2 bonus on their saves because they are not the primary target.

Improved Uncanny Dodge (Ex): A bright blade of 8th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does bright blade levels.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Flickerstep (Su): At 9th level, whenever wildstrike is active, the bright blade gains the ability to transform into a blur of light and relocate himself to any space within 5' per class level as a move action. The bright blade must have line of effect to the target space. After using flickerstep, the bright blade may not use this ability again for 5 rounds. This is a Conjuration (Teleportation) effect.

Evasion (Ex): At 13th level a bright blade can avoid even magical and unusual attacks with great agility. If he makes a successful 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 bright blade is wearing light armor or no armor. A helpless bright blade does not gain the benefit of evasion.

Greater Smite Magic (Su): At 11th level the bright blade's smite magic ability improves. It is now treated as a targeted greater dispel magic.

Slippery Mind (Ex): If a bright blade of 11th level or higher is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Rainbow Blast (Su): At 13th level, when he successfuly hits a foe with a wildstrike-enhanced melee weapon, a bright blade may, as a free action, expend an additional use of wildstrike to trigger a wild blast. This blast covers a 20'-radius spread centered on the target, and deals damage equal to 2d6 + 1d6 per two bright blade levels to all within the area, to a maximum of 12d6 at 20th level. This damage is energy of the same type as your current wildstrike enhancement. A Reflex save (DC 10 + 1/2 bright blade level + Charisma modifier) halves the damage; the struck creature is not allowed a Reflex save. The bright blade takes no damage from this effect.

Improved Flickerstep (Su): At 14th level the bright blade's flickerstep ability improves. The distance increases to 10' per class level, and after using this ability, the bright blade need only wait 4 rounds instead of 5.

Improved Evasion (Ex): At 17th level the bright blade's evasion ability improves. She still takes no damage on a successful Reflex save, and now takes only half damage on a failed save. Lke evasion, improved evasion can only be used in light armor or no armor, and is useless if the bright blade is helpless.

Rainbow Fury (Su): At 17th level a bright blade wielding a wildstrike-enhanced weapon may, as a swift action, expend a use of wildstrike to cloak himself in a shifting aura of multicolored glory. This deals 3d6 points of energy damage (the energy type is identical to the broght blade's wildstrike enhancement) to all enemies adjacent to the bright blade at the end of the bright blade's turn; in addition, enemies attacking the bright blade with natural attacks or non-reach melee weapons also take this damage on their turns. An enemy cannot take this damage more than twice per round (one on the bright blade's turn, once on theirs) no matter how many attacks they make.
This effect lasts for a number of rounds equal to the bright blade's Charisma modifier, and can be dismissed as a free action.

Greater Flickerstep (Su): At 19th level the bright blade's flickerstep ability improves again. The bright blade can now use this power as a swift action, and need only wait 3 rounds between uses.

Transcendance (Ex): At 20th level a bright blade gains the dreamshaped template, becoming forevermore tied to the Otherworld.
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Re: The Bright Blade (fey-flavored champion class)

Post by Username17 »

This class is meant to be a fey-type champion/paladin...a warrior with supernatural enhancements.


You might want to step back and decide what "fey flavored" means to you. Because in D&D it usually just means "monsters based loosely on the Wizard chasis." Fey in D&D are squishy and weak in melee - they usually contribute to combat by casting spells and activating special powers. Monsters you might think of as "fairies" which are any good in melee are usually technically outsiders or magical beasts.

Also consider that in the non-D&D context the word basically means even less. There is talk of a Wild West game where every race is "fey." But regardless. It seems that you want something which has the flavor of a D&D Dryad and still fights in melee. Now leaving aside for the moment that an integral component of the D&D Dryad's flavor is actually that it doesn't take part in melee, we'll consider the pitfalls.

Spells that don't work are wasted actions.

This is important. The D&D combat mechanics involve you spending the same action for a good spell as for a crap one. D&D combats also are not super long, so that action is really important. Spells that don't work or which don't matter are bad to use and their inclusion is not helpful. Also remember that the Save DC of a spell is based not on your level but its level. And the Spell Penetration roll is based not on your level but on your caster level. So if you have spells which are "low level" and a caster level of half your real level your spells can't affect enemies. So any spells you get which target opponents are an insult. The Paladin Spells are worth anything at all because they are generally buffs which are cast on unresisting opponents. The ranger spells that are good have a tendency to be buffs or battlefield control. The salient effect of entangle is that it creates lots of Difficult Terrain. The fact that it is unlikely to "affect" individual enemies hardly matters because the primary effect actually targets an unresisting ground.

If you want people to cast spells "on" enemies and have this still be a second-rate maneuver, you'd be better off giving them a full caster level and ninth level spells. Then give them a spell list where the actual effects of their high level spells are small and weak. If you don't want this charcter throwing slow until 14th level, make it appear on their spell list at 7th level and give them a 7th level spell slot. If they have to wait until 14th level just to get it with a Save DC of 14 + Stat bonus and a Spell Penetration roll of 7 + d20 they aren't going to use it at all because it won't work.

Don't Compare your Character to PHB Classes

Various nimrods on WotC will rant at you that a Fighter is balanced at 13th level because they can somehow scam their way into Use Magic Device and somehow use this to polymorph themselves into something that can actually fight the enemies of the nightmare hellscape that is high level D&D. This is a bullshit argument, don't listen to it.

The Warrior Classes of the PHB are incredibly inferior to the casters. And they are incredibly inferior to the monsters that they are supposed to fight. And while you can use magicians in such a manner as to break the system (especially Wizards), played moderately intelligently and without recourse to known broken subsystems like planar binding they actually can hold their own against the monsters that they are expected to face. The moral of the story is that if your character can't frontline as well or better than a Cleric, he isn't worth talking about.

Your character will fight a Hill Giant at level 7. He will fight a Stone Giant at level 8. He will fight a Frost Giant at level 9. He will fight a Fire Giant at level 10. That is the power curve that your character class is supposed to keep. Not the crap in the PHB Fighter where between level 7 and level 10 you get three feats, a stat raise, and +3 BAB.

You cannot expect Magic Items to save your Class

Yes. In the Magic Item Compendium there are Amber Amulets of summoning incredibly bad ass vermin which cost a couple hundred gold each. You can just fill your pockets with them and trade them out between combats and tag out every battle with a huge scorpion beast. That's unfortunately crap. You see, in actual play you don't get to select from every magical item ever printed and I've never seen a game where people were allowed that gizmo at any price.

In real games, you mostly get what you get. The DMs usually hand out better weapons from time to time. And you'll probably have a weapon with a plus of about your character level divided by three rounded up. And yes, if you play to 16th level you will have an artifact sword which is +6. But any structural and tactical limitations of the class are probably there to stay.

If Something Advances at Reduced Rate it falls Farther Behind

If you have an ability that is "two levels" behind; you have an ability which a cohort of yours could have were they an appropriate class. If you have an ability that is four levels behind, then it would be appropriate for your cohort's cohort. So if something, anything is calculated at half your level, then by the time you are 8th level it would be an appropriate ability for the cohort of your cohort to have. And by 12th level it is actually something which might be possessed by the cohort of the cohort of your cohort. In short, you might seriously forget you have this ability because it may seriously require an org chart to demonstrate that it even exists.

Worse, if those abilities represent mounts or companions or any other thing which can get killed it's probably already dead. The Ranger's half casting and half-animal companion are examples of extremely shitty design and should not be implemented or copied.

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Re: The Bright Blade (fey-flavored champion class)

Post by JonSetanta »

Aha, so that's why Beguiler and Duskblade got such good reviews. Full caster levels + warrior chasis, compared to half-caster Paladin or Ranger.
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Re: The Bright Blade (fey-flavored champion class)

Post by Bigode »

Frank, all of those words are true, but what do you think about version 1.3 (which didn't, for example, have any DC problem)? Also, did the ToV paladin work as you described, with regards to spells?

Sigma: beguiler == warrior? WHERE?
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Re: The Bright Blade (fey-flavored champion class)

Post by JonSetanta »

Talisman, I wrote this for hours last night as suggestion. Edit your post and put it in if you will, or give me the OK and I'll make this visible to everyone.

Bigode: well, better than a mage at least..


edit: Post unlocked! Talisman likes most of it.

Bright Blade suggestions by Sig


IMO at early levels, the Bright Blade could battle like this:
The howl of a wolf heralds the knight's approach, bursting into the clearing with the thundering of hooves and flashing of glittering steel. The wolf snarls as the knight dismounts and brandishes a weapon as bright as the sun, preparing to strike with a nimble swing.

At later levels, the Bright Blade becomes a bit... unique:
The scream of air splitting heralds the approach of the Bright Blade as a gigantic sword made of solid sunlight slams to a halt before the rival knight. With a burst of light, the newcomer knight appears in blinding mithril armor with a single hand upon the now much smaller blazing weapon, swiftly cleaving the bewildered foe in two before landing softly hundreds of feet away. The defeated knight bursts into ash; armor, tabbard, sword, and all.

When not in combat, they use their talents to impress the locals, the leaders, and the lads/lasses. Reputation should be important.. this is a Fey occupation, although others are welcome too.

Dexterity and Charisma are important stats. Strength helps with damage but if you see the later abilities and weapon enhancements, you'll find that this isn't really necessary.

You might notice that the abilities become a tad "Eladrin-y". This is intentional. Also, don't forget to give Handle Animal as a class skill. Perhaps give option to switch out Bardic Lore for Wild Empathy.

1 animal companion (as Druid of same level) or a Fighter bonus feat, Weapon Finesse (and proficient with any weapon that it applies to), Bardic Lore (:P), 2 spell slots
2 unearthly grace, wildstrike
3 shining blade
4 song of glory, 3 spell slots
5 move by light, woodland stride
6 spring attack / shot on the run / or a Fighter bonus feat
7 smite magic
8 brilliant blade, 4 spell slots
9 bladeform, Fighter bonus feat
10 drawn to light, slippery mind
11 greater wildstrike
12 greater smite magic, 5 spell slots
13 song of greater glory
14 bladebeam
15 greater bladeform
16 blinding blade, 6 spell slots
17 sunburst
18 one with light
19 lightform
20 song of ultimate glory, Dreamshaped template, 7 spell slots


Wildstrike (Su): Weapons in contact or fired from the Bright Blade gains special bonuses in combat due to the intense power of their will to fight. You may apply the Wildstrike ability to any weapon that may use Dexterity for attack rolls, such as through Weapon Finesse or ranged weapons.
The Wildstrike-enhanced weapon glows as if a "Light" spell were cast upon it. You may use either your Dexterity or Charisma scores for attack rolls with Wildstrike weapons.
The bonuses and abilities of Wildstrike last until the end of the round if the weapon(s) happen to leave the character's body.

Wildstrike weapons readied gain the following enhancements:

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[br]Level  Weapon Plus[br]1      +0[br]2      +1[br]5      +2[br]7      +3[br]10     +4[br]13     +5*[br]16     +6[br]19     +7[br]

* = The attack roll and damage bonus ends here; pluses past this point are for abilities.


At the beginning of each encounter, the Bright Blade selects one weapon ability each round as a free action until the weapon's pluses are matched; however, the weapon(s) must have at least 1 plus not used for abilities.

The following enhancements are availible to a Bright Blade:

  • Bane (+1, only select a type of being that has injured or threatened you or an ally earlier in the same encounter)
    Defending (+1)
    Flaming (+1)
    Shock (+1)
    Merciful (+1)
    Ghost Touch (+1)
    Anarchic (+2)
    Disruption (+2)
    Flaming Burst (+2)
    Shocking Burst (+2)
    Holy or Unholy (+2)
    Speed (+3)
    Brilliant Energy (+4)


Bardic Lore: See Bard. duh.

Unearthly Grace: The Bright Blade adds either their Charisma bonus or class level, whichever is lower, to all saving throws as a Luck bonus and to AC as a Deflection bonus.

Spring Attack and Shot On The Run feats granted by this class do not require previous feats.

Greater Wildstrike (Su): A Bright Blade may select any number of Wildstrike enhancements as a free action at the beginning of combat. You may apply any positive Charisma modifier as a Luck bonus to damage when using Wildstrike weapons.

Bladeform (Su): As Change Shape activated with a standard action, the character and up to a Medium load plus one other being per 5 levels enters one of their Wildstrike weapons and the object effectively becomes the character. The Bright Blade and any other beings within gain the "augmented Construct" subtype but retain their normal type; guests may exit at any time. The inhabited weapon counts as being wielded by the Bright Blade using Wildstrike for determining certain class abilities. This weapon form retains all normal abilities as the character and while it can not manipulate most objects (no limbs) it does benefit from a constant "Telekinesis" and "Fly" effect. If held by another character, the wielder may use your bonuses instead if you allow, and you may cast one of your Bright Blade spells or use any other ability each time the weapon strikes (saves apply normally if any).

greater bladeform (Su): As Bladeform, but your weapon may become one size larger and cast a "Maximized Fireball" or "Maximized Lightning Bolt" effect upon impact dealing [Light] damage rather than [Fire] once each round. You may also wield your weapon while in normal form, and as a standard action make an attack as if you were wielding yourself while in Greater Bladeform.

ultimate bladeform (Su): As Greater Bladeform but your weapon may become another size larger and impact may add a "Disintegrate" effect and damage as by the spell within the area of Greater Bladeform's spell effects.

Song of Glory (Su): The Bright Blade and all beings within Close range gain the benefit of a "Heroism" spell while in combat. This effect lasts as long as the Bright Blade wields a weapon affected by Wildstrike, and for the allies as long as they have line of effect to the Bright Blade, can hear you, and understand your language (Mind-Affecting, Language Dependant ability).

Song of Greater Glory (Su): The benefit of Aura of Glory improves to that of the "Greater Heroism" spell combined with the protection of "Lesser Globe of Invulnerability".

Song of Ultimate Glory (Su): The benefit of Aura of Glory improves to that of the "Greater Heroism" spell combined with the protection of "Magic Circle Against Law" and "Greater Globe of Invulnerability".

Bladebeam (Su): As a standard action, the Bright Blade may make a melee attack combined with the "Sunbeam" spell. The reach of the weapon used becomes that of the spell and all targets struck are affected (but still make saving throw against blindness, which lasts until they heal naturally). Combine both weapon damage and effects with the "Sunbeam" spell effects. The Bright Blade may also cast "Sunbeam" shaped as a long blade extending out to the spell's distance and half of the spell's damage may be slashing and piercing.

Shining Blade (Su): All slashing and piercing weapons wielded or launched by the Bright Blade may ignore any hardness, damage reduction, and Armor bonuses for the first strike in each round.

Brilliant Blade (Su): As Shining Blade but all attacks are affected. Deflection bonuses are ignored as well.

Blinding Blade (Su): Any foe with a method of sight must succeed a Reflex save higher than your attack roll when struck or become blinded until the end of encounter.

Smite Magic (Su): As Swift action using a Wildstrike-enhanced weapon strike against an area, enchanted target, or spell effect within reach, "Dispel Magic" may be cast but use the attack roll as the caster level check. If an object or being is targeted, they may take damage as normal for the weapon at your option.

Greater Smite Magic (Su): As Smite Magic, but with "Greater Dispel Magic".

Move by Light (Sp): As a move action each round the Bright Blade may relocate to any position within Long range that is affected by a spell or effect with the [Light] descriptor. This is a Summoning effect.

Drawn to Light (Sp): As a standard action each round the Bright Blade may relocate as if by "Teleport" to any position that is affected by a spell or effect with the [Light] descriptor. This is a Summoning effect.

Sunburst (Su): You may cast "Sunburst" with every Wildstrike weapon impact. Allies may be left unharmed.

One With Light: Your Move By Light may be used as an Immediate action once every 10 minutes, and Drawn To Light as a Swift action once every minute. You are immune to Light damage, blinding, and any effect with the Shadow or Pattern descriptors.

Lightform (Su): Something about becoming an incorporeal globe of light but may manifest the Wildstrike weapon within yourself and attack as normal, Bladeform abilities and all. And a Fly speed of like.. 100' Perfect.



A new spell list suggested by Sig, plus new casting mechanic.
The Bright Blade gains 1 spell slot (for casting any Bright Blade spell known) +1 for every 4 levels after (a slot at 1,4,8,12,16,20). Any spell on the class list may be cast as a Swift action once each round with a caster level equal to the character's level..
All slots are restored after 10 minutes pass without having cast any Bright Blade spells.
Bright Blade spells use a DC equal to 10 + one half character level + Charisma and are cast as Supernatural Abilities. The Bright Blade must have Wildstrike active to cast these spells.
Spells become availible as if the Bright Blade could cast them as a Wizard, Druid, or Cleric of a high enough level.

0 light
0 detect magic
0 cure minor wounds
more here
1 color spray
1 divine favor
1 expeditious retreat
1 feather fall
1 jump
1 longstrider
1 mount
1 protection from law
1 shield
2 aid
2 bull's strength
2 cast's grace
2 glitterdust
2 invisibility
2 minor image
3 arcane sight
3 daylight
3 dispel magic
3 magic circle against law
3 major image
3 nondetection
3 phantom steed
3 searing light
3 water walk
4 air walk
4 death ward
4 dimension anchor
4 dimension door
4 divine power
4 freedom of movement
4 remove curse
4 stoneskin
5 break enchantment
5 dispel law
5 flame strike
5 tree stride
5 true seeing
more of level 6+
7 greater teleport
7 planeshift
more of level 8+


and so on

Yes I realize that it diverges from 'warrior archetype' by mid-to-end levels, but hey.. what good class doesn't. Maybe I watch too much anime.

I stayed up very, very late on 12/26/07 to write this for Talisman. Hope it's a decent contribution!
Use any parts of it as you like.
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Re: The Bright Blade (fey-flavored champion class)

Post by Username17 »

Frank, all of those words are true, but what do you think about version 1.3


First, some nitpicks: to get a bonus spell at level 1 you need a Charisma of 12, not 13. This is not important because a Bright Blade's highest stat will be Charisma, but it is nonetheless true. Also you can't cast spells in D&D while using two one handed items (such as Sword and Shield) but you can cast spells while using a two handed weapon (such as a guisarme or a staff). So the result is that Bright Blade v1.3 fights with a reach weapon as the other choice is not a choice.

The class has one of the strongest first levels availablr. You start your life with a chain shirt and a martial reach weapon. You probably take Combat Reflexes as your feat. You can cast color spray once per day and give yourself a huge (for first level) bonus to an attack once per day with a Wild Strike. You outperform pretty much everyone except maybe a Barbarian with Extra Rage (depending on what enemies you are up against).

And after that... it's mostly down hill. Not all at once, and you'll be able to stagger along for many levels. Decent saves, and Song of Glory becomes a combat useful "aid another" to the team wizard at 6th level. 5th level is a long level for you because your second level spells aren't really good and you don't have a whole lot of daily melee whupass. But certainly by late in life you don't get nice things except the ability to remind the Wizard that you provide increasingly large spell focus for his spells.

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Re: The Bright Blade (fey-flavored champion class)

Post by Talisman »

Okay, here we go...

@ FrankTrollman: Excellent points, and believe me, I am considering them. Let me go over your post point-by-point.

Fey-Flavored: What you say brings up what I feel is a large misconception about the fey. The average D&D gamer thinks "fey" = "magical but weak." The dryad is an excellent example. However, that is not what "fey-flavored" means to me. This is part of what Project Feybook is about.

In European mythology (and lots of other mythologies), the fey were ancient, primoridal spirits, elemntal embodiments of nature, fallen angels not evil enough for hell, or dethroned gods. What they were, above all else, was POWERFUL. You angered the fey at your peril, which is why they were referred to as the Quiet Folk, the Fair Folk, the Good Neighbors, etc.

It wasn't until the Victorian era that the ancient and potent fey got demoted to "fairies." WotC, unfortunately, helped perpetuate this stereotype. I refuse to accept this.

Spells that don't work are wasted actions: True, and this is one reason I want to get away from the strong-spellcasting version of the BB. This is a warrior, first and foremost, who augments his ability with magic. He is not a primary spellcaster.

That being said, "low-level" doesn't necessarily equat "useless." Invisibility is a terrific spell, even against high-level foes, provided they don't have blindsight or true seeing. Storm giants, say. And if I go "poof" and the enemy cleric casts invisibility purge to un-poof me, guess what--that's one precious action he could have used to kill me. Go team!

Don't compare your character to PHB Classes: I agree with you for the most part. Power-wise, you should compare a new class to the monsters he'll be fighting. However, ability-wise, you need to compare him to the PHB classes, if only to ensure that you're not radically outperforming a core class. If I make "the hunter" that's better than the ranger in every way...why am I doing this? Why not just play a ranger, or even a souped-up ranger if necessary? New classes should either (1) fix a problem, or (2) fill a new niche. I'm aiming for the second: the fey, magic-enhanced warrior.

You cannot expect magic items to save your class: Agreed 100%. They shouldn't even be used in class-vs-class silliness, since the items aren't what's being tested.

If something advances at a reduced rate it falls father behind: Again, true but not crippling, depending on what it is. The ranger's animal companion is a speedbump, but the bard's spells are useful--in their own narrow field of specialization. Weaker isn't always bad, especially if the ability synergizes well with the remainder of the class.

Anyway, version 1.7 is nearly complete. I'll post it soon.
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Re: The Bright Blade (fey-flavored champion class)

Post by JonSetanta »

Perhaps what Frank means is that you must not compare to PHB classes while blindly ignoring what is expected of them in level-appropriate encounters.

He knows about our push for fiend-equivalent Fey from my statements in the old "Fey by Sig" document I drafted half a year ago, but it seems now that WOTC realizes their mistakes.
4e plans with Drow and Eladrin as primordial Fey, or at least of the same role, seem to be in the making.
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Re: The Bright Blade (fey-flavored champion class)

Post by Username17 »

Talisman wrote:What you say brings up what I feel is a large misconception about the fey.


Well, it's not a misconception. It's a difference of opinion. Fey are legendary creatures, and are subject to the Folk Process. They originally represented the genocides of one tribe against another. The ones which have gotten down to us are generally speaking the tribes of bronze and copper users which were wiped out by the Celts, but there are other ones which follow a similar pattern all over the world. As temporal and cultural distance from the original attrocities increases, the power and vengefulness of the fey dwindles in song and story. That's a natural and consistent process the world over. If you want to use some of the older, more terrifying fey that's fine - you just have to estalish that that is what you are doing.

Talisman wrote:This is a warrior, first and foremost, who augments his ability with magic. He is not a primary spellcaster.


There are really only three ways in D&D to use magic and swordcraft in battle:
  • Use Magic to Buff your Melee ability This is the standard, and it's what Clerics do. They do it so absurdly well that they outfight every melee class in the game.

  • Alternate Magic and Sword Attacks This is what dragons do, there are no player character classes actually built on this model. Dragons do it because there is an in-combat recharge time on their spellcasting.

  • Use Magic and Sword Attacks every round together Like a Duskblade, only hopefully with a lot more staying power.
Wizards don't do this! And the reason that they don't is because the standard arcane spell list uses actions which preclude melee attacks. As it happens, Wizard spells are also much much better than what the sword classes can do combat at every level, so they don't even miss the sword swinging. But this also means that essentially if you give a character spells off the Wizard list that they won't swing a sword. At all if they can help it.

Talisman wrote:However, ability-wise, you need to compare him to the PHB classes, if only to ensure that you're not radically outperforming a core class.


This is complete bullshit, and if you honestly believe it, then I cannot help you. The Monk is a bad class, the Fighter is a bad class. Hell, the Paladin and Ranger are not good. These are character classes who cannot fill their niche without invoking their super secret class feature: DM Takes Pity on My Character and I Get an Artifact Sword (Ex).

If I make "the hunter" that's better than the ranger in every way...why am I doing this?


Because the Ranger cannot defeat level apropriate opposition half the time past level five? And maybe, maybe you want to have a character who runs around in the woods with a bow who can compete against Specters and Dark Naga?

the bard's spells are useful--in their own narrow field of specialization.


Not after level 8 they aren't. Wizards become better at Barding than Bards so long as they don't take Enchantment as a banned school.

Of the classes in the PHB, only the Wizard, the Sorcerer, the Cleric, the Druid, and the Rogue continue to advance at the rate that the monstrous opposition demands of them. The rest of the classes have an expiration date on the side - the point at which their lack of exponential or even quadratic growth causes them to fall inevitably behind. It's worst for the Fighter of course, because he's so limited that a single classed Fighter needs DM stealth buffs by third level. But a 7th level Barbarian isn't contributing out of the box. A 9th level Bard isn't pulling his weight.

Weaker isn't always bad


At the level of design skill that you seem to have, it is best to assume that weaker in fact is bad. Making things which are more than the sum of their parts is difficult. And since you're making something that casts color spray and swings a sword, it's not going to synergize in any menaingful fashion.

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Re: The Bright Blade (fey-flavored champion class)

Post by Ice9 »

One solution to the spell-uselessness issue would be to give them spellcasting as (Su) abilities. Thus the DC will be level-appropriate, and the CL can be low without SR always blocking it. Also, it doesn't provoke AoO or require components, which is probably good for a class that's supposed to be casting primarily in melee.

Of course this only works if you're using spells simultaneously with fighting (swift actions), because Ranger-level offensive spells aren't usually going to cut it as your action for the round.


As for "half the rate" abilties like a Ranger's animal companion, I've got to agree they just don't work. It's explicitly there in the CR system that +2 CR = x2 Foes; an ability two levels behind is already a "half" ability. So if you want a secondary companion, go with "as a Druid two levels lower", otherwise it will be pointless for any combat purpose.
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Re: The Bright Blade (fey-flavored champion class)

Post by JonSetanta »

Ice9 at [unixtime wrote:1199011951[/unixtime]]
Of course this only works if you're using spells simultaneously with fighting (swift actions), because Ranger-level offensive spells aren't usually going to cut it as your action for the round.


Read my suggestions here.
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Re: The Bright Blade (fey-flavored champion class)

Post by Username17 »

If you're going to put them on what amounts to a "per encounter" method of spellcasting, you should consider how many spells you want them to be casting per encounter.

If you want them to be casting every round, then they should probably just get a swift action spell every round. If you want them to cast one mega blast each encounter, they should probably do that instead.

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Re: The Bright Blade (fey-flavored champion class)

Post by Talisman »

Thanks for the criticism, guys...version 1.7 is currently up at the WotC boards, and I'm working on version 1.8. I'm incorporating a (Su) quasi-spellcasting mechanic (thank you, Sig!), and am currently working with 6 spell levels. The idea is that the BB can cast "spells" of his highest level as a move action, and all others as a swift action. I'm focusing on buffing spells, not big, flashy attack spells.
Spells are per encounter. Right now, they're getting 2-3 spells/encounter at low levels, up to 5-6 at high levels, and 7 at 20th level.

I get in on the "half-powered" abilities...unless they're very specific and well-designed, they're pretty useless. Question: Is the paladin's mount considered useful or useless? If I mimicked that ability, would it be an asset or a detriment?

And, just to clarify, when I talk about comparing PHB classes, what I mean is this: If you're going to remake the Ranger...remake the ranger. But don't make a class that's 3/4 like the ranger, but better in every way. If you're remaking a class, be honest about it; if not, try to find a new niche.

My ideas, anyway.

Edit: Link to version 1.7
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Re: The Bright Blade (fey-flavored champion class)

Post by Username17 »

First off, don't use the shitty +N equivalents abilities. They confuse people, because they are really expensive but at the same time made out of poop. Seriously, if you defined a Rogue's Sneak Attack in terms of weapon equivalency, it would be like +10 equivalent by 20th level and people would be ranting at you about how such a character was saving 300,000 gold when using a +10 equivalent sword, and then they'd have a fangasm when they realized that it was actually way more than that because you can dual wield.

If you want to make a class where characters power up round by round as they fight, that's fine. Giving them out actual spell effects is not especially different from giving them weapon enhancement equivalents, but noone is going to flip out about the ability to cast magic weapon every combat as a swift action, but making your weapon a +1 weapon through a class feature will make retards on the WotC boards jizz their vehemence on you.

I don't know why this is so, as the two are formally identical. But it is so.

---

Your class should probably ditch the animal companion entirely, because I don't actually see what it is for.

Your class should also formally state that its spells end at the end of an encounter to keep players from having initial "fake" encounters to long-term buff themselves before jumping into their "real" battle glowing like a light bulb.

Since it is based on "powering up" over the course of the combat, it should get the buffs that do the most good. Giant Size and shit.

And, just to clarify, when I talk about comparing PHB classes, what I mean is this: If you're going to remake the Ranger...remake the ranger. But don't make a class that's 3/4 like the ranger, but better in every way. If you're remaking a class, be honest about it; if not, try to find a new niche.


I disagree. If classes have already been made which don't fill a niche or which fill a niche so tiny as to be incomplete, then you should give them no regard when making your class. If you are treading partially or wholely on the toes of some ass clowns who don't deserve to live, so much the better.

Question: Is the paladin's mount considered useful or useless? If I mimicked that ability, would it be an asset or a detriment?


The Paladin's Mount does not keep up with the needs of a mounted character. Eventually, she will have to ride a Grifffon, a dragon, or a giant robot whether she has the paladin horse or not. So that ability is one which goes obsolete. It's good when you get it, but the bloom leaves that rose as you fight more powerful monsters.

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Re: The Bright Blade (fey-flavored champion class)

Post by Talisman »

Good point regarding the magic weapon/sneak attack comparison. I'm working on an alternate idea.


FrankTrollman at [unixtime wrote:Your class should probably ditch the animal companion entirely, because I don't actually see what it is for.


It's there to represent the "Wild Hunt" aspect of the warrior fey. This is why I used the druid animal companion list, but cut it down to horses, hawks, dogs...hunting companions (plus a few oddities because, hey, fey come from all environments).

Your class should also formally state that its spells end at the end of an encounter to keep players from having initial "fake" encounters to long-term buff themselves before jumping into their "real" battle glowing like a light bulb.


Good point. That was, in fact, my intent, and I shall specify it clearly.

Since it is based on "powering up" over the course of the combat, it should get the buffs that do the most good. Giant Size and shit.


Unfortunately, since it's intended to be "published" as an e-document, I can't use any non-OGL material. PHB spells + homebrew are what I have to work with.

Thanks much.
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Re: The Bright Blade (fey-flavored champion class)

Post by JonSetanta »

We can't use non-SRD material, but we can make similar Ex, Sp and Su abilities that do generally the same thing. ;)
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Re: The Bright Blade (fey-flavored champion class)

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Remember, as a Human Cleric (War and Planning) you can start your life at first level with Divine Metamagic Persistant Spell. And Weapon Focus: Whatever you happen to be using (I suggest the Warhammer or the Longbow, but whatever). With Night Sticks cheap as free, such a Cleric will essentially wander the land enhanced by a Buff from every spell level as they get them and still be a powerful source of healing later on. To put that in perspective:

At First Level they have Weapon Focus instead of a +1 BAB, which is a wash. Also they benefit from divine favor and have a +1 Luck Bonus to hit and damage rolls (that'll rise with level).

At Seventh Level they have divine power, which means that they retroactively have full BAB. Also they have weapon of the deity, which means that their weapon does something kind of cool and greate magic weapon which means that it is awesome. They can go all crazy with shenanigans like spikes but they don't even have to.

And seriously, that's what you're contending with as a self-buffing combat monster. You're up against a guy with Full BAB, a +2 Flaming Warhammer that does +8 damage, and has an addiitonal +1 Morale bonus to attacks and a +2 Luck bonus to attack and damage at eighth level. All with what amounts to zero actual equipment expenditure, and the character in question has spell slots left over for stone shape and restoration.

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Re: The Bright Blade (fey-flavored champion class)

Post by Talisman »

Edited, updated, revamped and modified. Here's a brief summary of changes:


  • Wildstrike now only does energy effects
  • Song of glory is dead
  • Bumped flickerstep up a few levels
  • One more bonus feat (now at 5/10/15/20 instead of 6/12/18)
  • AC bonus now based on Int, not Cha (hopefully synergizing with Combat Expertise)


I've got two dead levels, 16 and 17...any ideas? What sort of powers should go there? Defensive abilities? Attack abilities?

Thoughts?
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Re: The Bright Blade (fey-flavored champion class)

Post by Username17 »

At very low level, the character is overpowered. At 2nd level, color spray is a multi-target death effect, and this character is handing it out twice per encounter as a move action. At first level you might be getting Combat Reflexes as a bonus feat and you have a +1 BAB (which nearly matters) and you do an extra d6 of electricity damage back when nothing has any resistance to anything.

So yeah, people playing the character organically are going to find it horrendously overpowered. Basically he outperforms everyone from 1st level straight through to 3rd. He has good saves, a good AC, hits hard, and he's dropping death effects in melee while still hitting people with a lightning enhanced longsword which is itself practically also a death effect.

Uncanny Dodge of course, is practically a flavor ability. But dropping glitterdust at this level, every combat, as a move action, still makes you awesome. You're limited, but not more limited than a Sorcerer. Your blade is starting to run out of awesome. Rogues of course have 2 dice of sneak attack and are starting to be able to get accesss to Golemstrike and Gravestrike which make their stuff always work, while of course you're starting to run into your first enemies with multiple resistances. Still a power house of course, but slightly less so.

At fifth level getting an entry level feat is a flavor ability, and the ability to drop a Swift Action colorspray is of moderate utility. The character is now anemic in damage output, but is still a major contributer because of the blindings. In fact, he will continue to be contributing based on dropping glitterdust for a long time. Your flaming burst thing isn't impressive because flaming burst isn't good.

Targetted dispels are lousy, so the fact that it's once a day and free means it still cost too much in most circumstances.

Your 3rd level effects are generally speaking inferior to just casting glitter dust, and by 7th level you are straight up offensively anemic. The damage you put out is low. You finally have mithril plate, so your AC is very good, and your saves are fairly decent. So seriously you just run around doing small amounts of damage and blinding enemies. Useful, and a contributor, but not especially powerful.

---

And so on. What I'm looking at is a character who doesn't do what you want him to do. What he actually does is run around using Save-or-Lose bursts of color while keeping a lightning sword around as backup. Essentially he's a Battlefield Control Wizard who happens to be a lot more durable and loor like a Fighter. At low levels he has ridiculously more spells than a real wizard has per day, which means that he outshines everyone ever. At high levels, he is repeat casting the Wizard's third best tricks and noone even pretends to care.

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Re: The Bright Blade (fey-flavored champion class)

Post by Talisman »

So what you seem to be saying is, tone down the lowest levels and add some better offensive punch at levels 7+. I'll see what I can do.

For wilstrike, what about ditching the burst and just doing +1d6 [energy] damage every 4-5 levels? This would max out at +5d6.
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Re: The Bright Blade (fey-flavored champion class)

Post by Bigode »

Frank: isn't "alternate magic and sword attacks" what a binder should do, then (in-combat recharge time, and some fairly decent physical combat ability)? Also, what are the other classes that you believe progress at the appropriate rate, outta the PHB I?
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Re: The Bright Blade (fey-flavored champion class)

Post by Username17 »

I can't even pretend to care what Binders do because I find them intensely uninteresting. "Oh noes! I failed my roll, and while I still get my powers, I have to spend the rest of the session dressed in drag!" Seriously, what the hell is that?

As for specifically the Bright Blade in here, I rather imagine that you don't want him to end the day by shouting "By the Power of Greyskull!" like four times and handing out healings to party members and then letting his sword expire. Because you know, that's dumb.

Instant effects probably shouldn't be on the list at all. Just buffs and debuffs. So haste and slow are fine, but color spray and cure light wounds are a no-no. The guy is supposed to spend the first couple of rounds "powering up" I think, which means that he should probably have a Middle or even low BAB and get divine power as a 1st level spell. That sort of thing. Each of the buffs should be very noticeable and his combat routine really should be one where he gets steadily and notably more awesome as the battle continues.

As for what classes progress at an appropriate rate, that's a tough call. However the Rogue and Sorcerer can keep up in and out of combat if you start cheesing him out around level 7, and the Wizard, Cleric, and Druid can keep up at most levels if you voluntarily hold them back from their cheesiest (though Clerics and Druids are a little underwhelming at levels 1-3).

Bards lose their touch at high level. Barbarians, Paladins, and Rangers lose their touch at medium levels. Monks aren't ever pulling their weight at any level. And of course, the Fighter stops getting nice things just a couple of levels into the class.

But for an actual 1-20 game, the game can be played without any DM pity equipment with the Rogue, Sorcerer, Cleric, Druid, and Wizard.

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Re: The Bright Blade (fey-flavored champion class)

Post by Bigode »

Uh, I actually agree on binder flavor, but consider the mechanics fairly decent, and wanted to know if they didn't use the "dragon model" (without the awesome subtype).

On the classes, I had asked about the non-core ones (thanks for the answer anyway) - should've said "outside of the PHB I"; somewhat more specifically, whether there's any other than beguiler and dread necromancer. :D But: you said bards lose touch at high levels - is 9 (the number you gave elsewhere, which's when the bard starts being 2 spell levels behind the wizard) a "high" level, or you still consider the bard playable a bit after that? And, the druid underwhelming at level 1, with an armored riding dog? FTW?

Bright blade: I mostly agree, but what the heck do you get from lowering BAB and adding divine power other than obfuscation? Also, what's wrong with color spray (except that it's very likely that it wouldn't deserve it at level 1)? For starters, it's a debuff ... And, weird from you to say "as the battle continues", as you likely know better than me that high-level D&D battles have a disturbing tendency not to continue, if you get me.

Finally, I'd leave 2 suggestions: be open to reflavoring OGL spells and you might find some new fitting stuff; and, the psi-like ability suggestion I made at WotC (before you start bitching at me about how psionics is shit, Frank, remember psi-like work exactly the same as psi-likes, including auto-augmentation, other than the fact that it's selectable per use), because it opens some very interesting options in OGL territory. Whaddya think?
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Re: The Bright Blade (fey-flavored champion class)

Post by Username17 »

Or for a completely different take, why compete with the Cleric at all?
You could keep all the flashy bursts and stuff if you put it on the Diablo II Assassin attack routine. Every time they damage an opponent with the blade they get colored balls that they can cash in for glitter dust.

Hell, cashing in 3 or 4 successful hits for a wail of the banshee would be balanced at first level.

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Re: The Bright Blade (fey-flavored champion class)

Post by Talisman »

@ Frank: First, the BB can't heal other party members - all their cure woundses are designated self only. I specifically left only the attack powers (color spray, glitterdust) and a few counters as affecting others; the BB is intended to buff himself to fight better. Still, it might be a good idea just to drop 'em. I may leave cure light at 2nd, just because I hate those "Cleric! Healing now!" moments.

Haven't played Diablo, but I like the idea of effects triggered by multiple successful hits, perhaps combined with some flurry-of-blades style ability at high levels.

@ Bigode: I'm checking out psionics now, and you're right - good stuff, especially on the psywar list.
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