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1 year ago  ::  Jan 04, 2012 - 10:41AM #11
arkthepieking
Date Joined: Mar 25, 2008
Posts: 326
I actually agree that it should have defender level HP. Part of the purpose behind a defender is it can take the hits its trying to absorb for the rest of the party. If you're no more durable than your allies, then it sort of defeats that purpose.  Aside from that, I dunno. It feels like its lacking...something, but I can't quite find what it is. I'd really like to see it be able to prone, preferably at-will. Seems very rougish to me. Aside from that I really do like what you've done with the class. It feels like a swashbuckler, and that is fantastic. I have this odd feeling that an ensnaring swordmage and a swashbuckler would be best friends in a group. So much trickster going on. =P
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1 year ago  ::  Jan 04, 2012 - 10:57AM #12
nb_nmare
Date Joined: Aug 23, 2007
Posts: 150
The idea of this character is more to take the attacks, but dodge or parry the hits . As I mentioned, higher than average AC should more than compensate for somewhat fewer hitpoints.

The easiest comparison is to the paladin and cavalier, since they're also Con tertiary. A swashbuckler will have 3 less HP at 1st level, 13 less at the beginning of paragon, 23 less at the beginning of epic, and 32 less at 30th level. In return, even if the paladin or cavalier is wearing plate, the swashbuckler still has 2 more AC.

Anway, thanks for the comments . For the at-will prone trick, perhaps something similar to the bard's jinx shot, e.g. "once before the start of your next turn, when an enemy triggers nimble guardian by attacking an ally, you can choose to forgo making a melee basic attack. If you do so, that enemy falls prone."

I'm also planning on adding a few tricks that allow swashbucklers to get on well with warlords (mainly because I have an Essentialised warlord in the works too). There are couple of such tricks already; for example, knowing that his adjacent leader is about to make a brash assault, the swashbuckler uses his parrying trick. When the warlord's target makes a counterattack, the swashbuckler then not only makes a counterattack of his own, but reduces the damage of the enemy's attack. (And finally a nearby striker steps in to launch his own attack against the enemy.)
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1 year ago  ::  Jan 04, 2012 - 10:58AM #13
embertiger
Date Joined: Jul 13, 2006
Posts: 520

Jan 4, 2012 -- 10:14AM, nb_nmare wrote:


I don't see an issue with it myself. There are several official at-wills that also reduce damage based on a secondary ability modifier, e.g. the artificer's static shock, the cleric's sonnlinor's hammer and tenebrous blessing, and the runepriest's word of diminshment (with Rune of Protection). Even if you start off with 18 CHA, at epic level this power is going to be reducing damage by 13 points, which isn't really all that much at epic.




Oh it's damage roll.  I misread it.  It's fine.

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1 year ago  ::  Jan 18, 2012 - 8:36PM #14
mhbjarkistef
Date Joined: Sep 6, 2010
Posts: 998
I really like this class. It's simple. it's elegant and it gets the job done.
Kudos on not over-complicating what is essentially a simple concept, very well done.
Could you compile it into a docx. or a pdf for us? That would be perfect :D


Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
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1 year ago  ::  Jan 20, 2012 - 11:36PM #15
Mad_Jack
Date Joined: Aug 19, 2007
Posts: 6,135

 The charging rules have been updated as of Essentials - you're no longer required to charge directly to the nearest square you can attack from. The only requirement is that each square of movement takes you closer to the opponent.

 Excerpted from the current charge rules in the Compendium:

     Action: Standard action. When a creature takes this action, it chooses a target. Determine the distance between the creature and the target, even counting through squares of blocking terrain, and then follow these steps.
1.    Move: The creature moves up to its speed toward the target. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its starting position.

   T = target
   E = enemy between you and target
   V = valid square to attack from
   X = character
                                        T
                                      VeV
                                   ^   ^   ^
                                  ^    ^    ^
                                 ^     ^     ^
                                  ^    ^    ^
                                    ^  ^  ^
                                       X

 All of these are valid charge routes under the current rules - you can go straight up the middle and then move diagonally one square to get to either side of (e), or you can move diagonally out to the side and then angle back in, since each square of diagonal movement also moved you one square closer to the target. You could even zigzag back and forth as long as you kept moving diagonally forward.

 Note that the charging rules changed greatly between 3.5 and 4E, and even the original 4E charge rules didn't actually require you to move in a completely straight line.

 In any event, the second half of your Acrobatic Charge feature is now meaningless. I'd suggest possibly giving them an upgrade to the feature at maybe third or fourth level - there's a 2nd level magic item called the boots of adept charging with the property, "After charging, you can shift 1 square before your turn ends." This seems like a useful and not particularly overpowered ability to give them at 3rd or 4th level since by then they'd probably have either bought or found a pair of the boots anyway.


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