Friday, May 21, 2010

The Conductor

The Conductor:

The strings whine, and the tension builds. The conductor steps up to the stand, tapping his baton a few times to silence the roar. That silence seems to hang forever, till his arm slowly raises and the piece begins.

While a bard may be a master of song, knowledge and stories, the conductor is more focused. He is the glue that holds a great force together and creates beauty through coordination and power. He is the anchor to the wild storm of combat.

All conductors have a musical background. Whether as a child or simply learned to take on the job, this musical knowledge forms the backbone of their rigorous training. Conductors attempt through rhythm and coordination to find a tempo in the universe. Through tapping into this tempo, they use magic to create a variety of effects, and learn a few other tricks that aren’t as structured as spells.

Although all conductors have one thing in common, they can come from a wide variety of backgrounds and schools. Some may have honed their technique with their own personal group, while others may be sponsored by a church or government. Many conductors are male, but this is simply tradition. Female conductors are uncommon, but many of them make up the best conductors in the world.

Role: Conductors support their allies directly in a variety of different ways, whether by their trademark ability or by spell. They can also be quite useful in social situations, and find many applications for conducting in all facets of adventuring. Conductors rarely go into melee, and much of their damaging ability comes from their allies’ actions. The Conductor can also form a potent defense to prevent his allies from being injured, depending on his choices.

Alignment: Due to rigorous training and a necessary worldview brought on them by their art, all conductors must be of non-chaotic alignment, with the majority being lawful.

Ability Scores: A conductor needs a high intelligence to function his best, and a good charisma score for many of his skills, such as perform, bluff and intimidate. He also needs a good dexterity to start his conducting as soon as possible.

Skills: (4+INT modifier ranks per level) Appraise, Bluff, Craft, Diplomacy, Intimidate, Knowledge (all), Perception, Perform, Sense Motive, Spellcraft, Use Magic Device

Hit Die: d6

Levels:
BABFortRefWill Class Features Spells: As Bard
1 0 +0 +0 +2 Conducting, Orchestra, Conducting Style 2 1 +0 +0 +3 Conducting
3 1 +1 +1 +3 Gutso
4 2 +1 +1 +4 Conducting
5 2 +1 +1 +4 Rest
6 3 +2 +2 +5 Conducting
7 3 +2 +2 +5
8 4 +2 +2 +6 Conducting
9 4 +3 +3 +6
10 5 +3 +3 +7 Master Conducting
11 5 +3 +3 +7 Second Movement
12 6 +4 +4 +8 Conducting
13 6 +4 +4 +8
14 7 +4 +4 +9 Conducting
15 7 +5 +5 +9
16 8 +5 +5 +10 Conducting
17 8 +5 +5 +10
18 9 +6 +6 +11 Conducting
19 9 +6 +6 +11
20 10 +6 +6 +12 Conducting, Finale


Weapon and Armor proficiency: A Conductor may only wear the lightest armor, to avoid impeding his spellcasting or conducting. A Conductor is proficient with light armor, but not shields, and may wear light armor while casting spells at no penalty. The conductor is proficient with all simple weapons.

Spellcasting: A conductor cast arcane spells drawn from the Bard spell list. To learn or cast a spell, a Conductor must have an INT score of at least 10+the spell level. The DC against a Conductor’s spells is 10+the spell level+ the conductor’s INT modifier.

Like other spell casters, a conductor may only cast a certain number of spells each day. His base daily spell allotment is given on Table: Bard. In addition, he receives additional spells per day if he has a high INT score.

The conductor’s selection of spells is extremely limited. A conductor begins play knowing four 0-level spells and two 1st-level spells of the conductor’s choice. At each new conductor level, he gains one or more new spells, as indicated on Table: Bard Spells Known. Unlike spells per day, the number of spells a bard knows is not affected by his Intelligence score.

Upon reaching 5th level, and at every third conductor level after that (8th, 11th, and so on), a conductor can choose to learn a new spell in place of one he already knows. In effect, the conductor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level conductor spell the conductor can cast. A conductor may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Conducting (su): A conductor works his best when he is with others. From simply having a conductor keeping time, all characters gain a +1 circumstance bonus to attack rolls. A conductor can perform this kind of basic conducting indefinitely. It may not be used with any other form of conducting. Special conducting variants can be used a number of rounds per day equal to 6+ the conductor’s INT modifier. He gains two additional rounds of this special use every level.

Beginning to conduct is a standard action. Maintaining the conducting is a free action. The conducting immediately ends should the conductor become confused, paralyzed, unconscious, entangled, grappled or dead. A conductor must be able to use his full range of movement to conduct, but he may do other things while doing so, even fight or cast spells. Many conductors also play an instrument while they conduct. In order to benefit from the conducting, the beneficiaries must be able to see or hear the conductor. The conductor may always count himself as his own ally, and may benefit from his own conducting ability even if he cannot see or hear himself.

A deaf Conductor has a 20% change to fail when attempting to use a Conduction. If he fails this check, the attempt still counts against his daily limit.


At 7th level a conductor may begin conducting as a move action. At 13th level he may begin conducting as a free action.

Every time this ability is gained, the conductor may choose one from the following list of abilities:

Mezzo Forte (su): The conductor adds supernatural force to his allies’ blows. They gain bonus force damage to all of their attacks equal to half the Conductor’s Intelligence modifier This bonus increases by +1 per round up to a maximum of the conductor’s INT modifier. If he so chooses, the Conductor may change the bonus Orchestra (ex) gives to saves into a bonus to all Fort saves instead while this ability is in effect.

Mezzo Piano (su): The conductor quiets his opponent’s strikes. All his allies gain DR 1/Cold Iron for each round of his performance. This bonus increases by 1 for each round of the performance, up to a maximum of the conductor’s Int modifier. If he so chooses, the Conductor may change the bonus Orchestra (ex) gives to saves into a bonus to all Ref saves instead while this ability is in effect.

Staccato (su): The conductor sharpens his allies’ attacks, making them appear much faster. They gain a bonus on attack rolls made to confirm critical hits equal to half the conductor’s INT modifier. This ability takes one round of the conductor’s conducting ability every two rounds of use. This bonus climbs by 1 every two rounds to a maximum of the conductor’s INT modifier.

Marcato (su): Shifting reality, the conductor raises a stressed performance from his orchestra. The orchestra gains a +2 morale bonus on attack rolls, skill checks, ability score checks, and concentration checks. However, the orchestra each take 1d4 points of subdual damage every round they make one of the affected rolls from the stressing of their essence. This damage occurs after the roll is resolved. After every two rounds this bonus falls by 1. The beginning bonus increases by +1 for every five levels the conductor attains.

Quadruple (4/4 Time) (su): The conductor begins a haste-like effect on his allies. They gain +10 ft to movement speed, +1 to attack rolls, and +1 dodge bonus to AC and +1 to reflex saves. If the orchestra is slowed, this effect is dispelled as though it were haste, but it does not counter the slow effect. While an orchestra is slowed they cannot gain the benefit of this effect. This effect’s benefits stack with haste. No two (Time) effects can be in effect at the same time; The newest effect cancels out the older effect.

Legato (su): This potent conduction causes the orchestra to flow like one congruent being. The conductor may add or subtract from an ally’s initiative a value equal to half his INT modifier every round. On the second round he may affect one additional ally, to a maximum of two. The conductor may increase the maximum number of allies affected by one for every five levels attained. This ability may only be selected by a conductor of sixth level or higher.

Moreno (su): This conduction is in fact a transitional one. The conductor may switch from one conduction to another, with the rounds he maintained the first one minus one counting for rounds accumulated on the new conduction. At 12th level, the full number of rounds may count for this purpose. A conductor of 6th level or higher may select this movement. Using this conduction to switch uses up the normal action required to do so, with the second conduction being switched to as part of the action. Using this conduction uses up one round of conducting.

Piano (su): This conduction may only be selected if the conductor has the Mezzo Piano conduction. The orchestra gains a +5 circumstance bonus on stealth checks, and DR/Cold Iron equal to half the Conductor’s INT modifier. This bonus climbs by 1 every round to a maximum of the Conductor’s INT modifier. If he so chooses, the Conductor may change the bonus Orchestra (ex) gives to saves into a bonus to all Ref saves instead while this ability is in effect. A conductor must be at least 6th level to select this conduction.

Forte (su): This conduction may only be selected if the conductor has the Mezzo Forte conduction. All the subjects of this conduction gain bonus force damage on their attacks equal to half the conductor’s INT modifier, plus 1d6. This bonus increases by +1 per round up to a maximum of the conductor’s INT modifier, +1 for every five levels attained. A conductor must be at least 6th level to select this conduction. If he so chooses, the Conductor may change the bonus Orchestra (ex) gives to saves into a Fort bonus instead while this ability is in effect.

Smorzando (su): This conduction bolsters the power of his allies’ abilities. All save DCs for the conductor’s allies’ spells and abilities with saves gain a +1 to the save DC. This bonus increases to +2 at 10th level, and to +3 at 16th level.

Stacatissimo (su): This conduction can only be selected by a conductor with the Staccato conduction. Each of his orchestra has all of their weapons treated as though they were keen weapons, even if the particular weapon does not qualify for the enchantment. If the weapon is already benefiting from an effect that increases its critical multiplier range, add 1 to the current range instead. Stacatissimo also includes a copy of Staccato’s effect, but the bonus to confirming critical hits climbs every one round instead of two.

Duple (2/4 time) (su): The conductor causes his allies to project an aura that perceptually slows time for their foes. All foes within 10 feet of any member of the orchestra have their speed reduced by 10 feet and take a -1 on reflex saves. All members of the orchestra gain a +1 circumstance bonus to AC against them, and a circumstance bonus of +1 on attack rolls against them. Any foe starting their turn in this area is immediately affected by the effect. This effect’s penalties stack with those of slow. No two (Time) effects can be in effect at the same time; The newest effect cancels out the older effect.

Dimuendo (su): The Conductor raises his allies’ resilience against magic and other effects. All allies gain a +1 bonus on their saving throws, +1 for every four levels the conductor has attained, to a maximum of +6 at 20th level.

Orchestra (ex): A conductor’s orchestra is his companions. His presence instills in them a kind of innate discipline, granting them a +1 bonus to Will saving throws against mind affecting spells and effects. This bonus increases by one every 5 levels to a maximum of +5 at 20th level. This bonus can be changed depending on the sort of conducting being used, but this standard bonus remains even when the conductor is not conducting, provided he is within 60 ft of the subjects. Anyone under the effect of this ability can hear faint music if they spend a moment concentrating.

Conducting Style (ex): Each Conductor has his own particular method of Conducting, no two being alike. The conductor relies on one of the following styles detailed below:

Open-Handed: The Conductor uses his open hands to guide his allies. The hands allow for very finite communication, and are sometimes used with another instrument as well. As long as the Conductor has both hands free, the Conductor’s allies gain an additional +1 circumstance bonus on attack rolls from the Conductor’s basic conducting ability. In addition, the Conductor may spend a round of conducting to grant a +2 bonus on initiative checks for 1 round as a free action. At 7th level, the Conductor may communicate with his allies at will as a free action as though using the message spell, but with no chance of being overheard, provided they can see him. At 15th level, he can cast the spell sending with one of his allies as the target, at will, and once per day as a spell-like ability.

Baton: The Conductor uses a small baton to precisely control what his allies do. As long as the Conductor is holding a Baton, Rod or Wand in one hand, his allies gain an additional +2 bonus on damage when striking a foe denied his dexterity bonus when the conductor is using his basic conducting ability. He may spend a round of his conducting ability to temporarily grant a teamwork feat any members of the orchestra know to all members for 1 round as a free action. At 7th level, the conductor may treat the caster level of any wand he activates as 1 higher if he expends a round of conducting to do so upon activation. He may not increase the wand’s caster level beyond half his own caster level. At 15th level, he may increase the wand’s caster level by up to 2 for each round expended.

Staff: The Conductor uses a Staff in one hand to keep time in a sure and steady way. As long as the Conductor is holding a Staff, his allies gain a +1 to all saves when the conductor is using his basic conducting ability. He may spend one use of his conducting ability to grant an enemy flanked by two or more allies a -2 on damage rolls for 1 round as in immediate action. At 7th level, the conductor increases the DR of any spell or conduction he uses by 1. At 15th level, he may recharge a staff using spell slots adding up to the required level in the staff, and he recharges an extra charge each time he does this.

Alternate: The Conductor uses a weapon, part of his instrument, or some other less used implement when conducting. Provided the Conductor is hold the required item in at least one hand, all his allies gain a +1 to AC when the conductor is using his basic conducting ability. He may spend one use of his conducting ability to grant all allies a +10 ft bonus to speed for 1 round. At 7th level, he may expend one use of his conducting ability to gain a bonus to any one roll of his choice equal to half his INT modifier once per round as a free action. At 15th level, he may do this for any of his allies.
Gutso (ex): The Conductor begins to fill his repertoire with all matters of artistic pursuits. He chooses three INT or CHA based skills upon gaining this ability. He adds half his Conductor level to those skills. Every four levels thereafter, the Conductor may select an additional INT or CHA based skill and add it to this list.

Rest (su): The Conductor’s allies are more recipient to his healing. They regain extra hp when he casts any Conjuration (healing) spell on them equal to half his INT modifier. This bonus increases by +1 every two levels thereafter (+1 at 7th, 9th, 11th, 13th, 15th, 17th, and 19th level

Master Conducting (su): A conductor of 10th level or higher treats this ability as though he had gained a “conducting” class feature and may begin selecting his conducting abilities from the following list:

Fortissimo (Su): A conductor must have the Forte conduction to select this ability. The conductor’s allies gain bonus force damage on their damage rolls equal to 2d6 + half the conductor’s Int Modifier. This bonus increases by +1 per round up to a maximum of the conductor’s INT modifier +1 for every five levels attained. In addition, their weapons count as though they were +3 weapons for the purposes of overcoming damage reduction. They are treated as +4 weapons at 15th level, and +5 weapons at 20th level. This conduction uses up two rounds of conducting per round of use. If he so chooses, the Conductor may change the bonus Orchestra (ex) gives to saves into a Fort bonus instead while this ability is in effect.

Pianissimo (Su): A conductor must have the Piano conduction to select this ability. The conductor’s allies gain a +10 circumstance bonus to stealth checks during this conduction. They gain DR/Cold Iron equal to the conductor’s INT modifier. This DR increases each round up to a maximum of the Conductor’s INT modifier +1 per 5 levels of the conductor. In addition, each member of the orchestra gains 50% concealment as though the spell displacement had been cast on them for the first round this ability activates. They gain it for two rounds at 15th level, and for three rounds at 20th level. This conduction uses up two rounds of conducting per round of use. If he so chooses, the Conductor may change the bonus Orchestra (ex) gives to saves into a bonus to all Ref saves instead while this ability is in effect.

In Rilievo (su): The Conductor chooses one member of the orchestra upon activating this ability. He gains a +4 bonus to CON, A circumstance bonus to hit and damage rolls equal to Half the Conductor’s INT bonus, and a +4 luck bonus to AC and saves. The rest of the orchestra gains Fast Healing equal to the conductor’s INT modifier and concealment (20%). Use of this Conduction takes up two turns of use per one turn of use.

Calando (su): The Conductor “downplays” the wounds of his allies. All of his allies’ attacks take a -4 penalty on damage rolls, but they gain DR/cold iron equal to the Conductor’s INT modifier, +1 for every five levels the Conductor has attained. They also gain Resistance 10 to fire, electricity, cold, acid and sonic damage. This Resistance increases by 5 for every three levels the conductor attains beyond 10 (15 at 13th, 20 at 16th, and 25 at 19th). If he so chooses, the Conductor may change the bonus Orchestra (ex) gives to saves into fast healing, granted to all members of the orchestra.

Crescendo (su): The Conductor forces his allies’ spirits into a fever pitch. Each of his allies gains a morale bonus equal to half the Conductor’s INT modifier to all saves, attack rolls, ability score checks, skill checks and concentration checks. The straining of their essence causes them to take 1d6 damage after each roll is resolved. This bonus climbs every round by 2, to a maximum of the conductor’s INT modifier. For each point the bonus climbs, the damage suffered after each action increases by 1. The conductor can choose to have the bonuses granted increase by less. This damage cannot be mitigated in any way as long as this effect persists. Using this ability takes two rounds of conducting instead of one.

Al Niente/Dal Niente (su): The Conductor hides his allies from detection. Each member of the orchestra becomes invisible as though invisibility had been cast on them, and completely silent as if silence had been cast on them. Each member of the orchestra can still see and hear the others. Any offensive action from any of the members breaks the effect. Spellcasters still have the normal chance to fail at casting a spell, as though silence was cast in the area and they had voluntarily failed the save. This ability costs 1 extra round of use to initiate if the party is within view of hostile creatures. The round after this ability ceases being used, all allies gain a bonus to damage rolls equal to the number of rounds spent in the effect of Al Niente, to a maximum of the Conductor’s INT Modifier. In addition, any creature hit by a melee or ranged attack by a member of the orchestra in that round must make a Will save, DC equal to ½ the conductor’s level plus his INT modifier, or be silenced for 1 round. The conductor may begin another conduction during this round without interfering with this conduction’s effects.

Quadruple (8/8 time) (su): The Conductor must have the Quadruple (4/4 time) conduction to select this ability. The Conductor begins a haste-like effect on his allies. All allies gain a +30 ft bonus to all forms of movement, and a bonus to attack rolls, reflex saves and AC equal to half the Conductor’s INT modifier. In addition, when making a full attack, each ally may make an extra attack at his or her highest attack bonus. This extra attack does not stack with additional attacks from other sources, such as from haste or a speed weapon. In the case of this occurring, the recipients instead gain a +2 bonus on all damage rolls if their actions would normally grant the extra attack. All recipients of this effect are immune to the spell slow. The bonuses this ability grants stack with haste. No two (Time) effects can be in effect at the same time; The newest effect cancels out the older effect. Using this ability takes two rounds of conducting instead of one. A conductor must be at least 16th level to select this ability.

Duple (1/2 time) (su): The Conductor must have the Duple (2/4 time) conduction to select this ability. The Conductor begins a slow-like effect on the area around his enemies. All foes within 30 feet of a member of the orchestra move at half speed, take a -3 penalty on reflex saves and lose their dexterity bonus to AC. All allies gain a bonus to attack rolls and AC against those opponents equal to half the Conductor’s INT modifier. This effect’s penalties stack with those of slow. No two (Time) effects can be in effect at the same time; The newest effect cancels out the older effect. Using this ability takes two rounds of conducting instead of one. A conductor must be at least 16th level to select this ability.

Second Movement (ex): At 11th level, a Conductor may utilize two different conductions at once, provided the total use of rounds per round does not exceed his Class level/4. These conductions must all be activated separately, and accrue rounds separately. At 15th level, the Conductor may use three different conductions at once.

Finale (su): A Conductor of 20th level feels the tempo of the universe. He reduces the total cost of his conducting abilities each round by 1, and may add one to the cost to improve one bonus a conduction gives by 2. In addition, he may conduct his allies’ performance from any distance, even a nearby plane, provided he can see them to co-ordinate their actions.

Monday, May 17, 2010

The Sundering Fighter: Pathfinder

Here's the Pathfinder version of my favorite unique weapon:

Shatterspike:

Aura strong evocation; CL 13th Slot none; Price 4,315 gp; Weight 4 lbs.

This intimidating weapon appears to be a longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe's weapon. Wielders without the Improved Sunder feat use a shatterspike as a +1 longsword only. Wielders with the Improved Sunder feat instead use shatterspike as a +4 longsword when attempting to sunder an opponent's weapon. Shatterspike can damage weapons with an enhancement bonus of +4 or lower.

Construction Requirements Str 13, Craft Arms and Armor, Improved Sunder, Power Attack, shatter; Cost 2,315 gp


That's +4 to damage when sundering weapons.

Keep in mind if you have two of these you can use all the off handed attacks to attack CMD and with Greater Sunder completely ignore their AC, going for magic equipment to debuff them. If they're wearing light armor, take an offhand attack to destroy that in one hit. Ask your GM to let it be enchanted (Mine was fine with it) and throw spell storing on it with a damage spell that affects objects (half damage is better than none).

Doing "Fancy stuff" to foes prevents damage, which is something almost no one ever does (tripping for example stops full attacks). In PF this is amazing because weapons have the same HP regardless of size and even if they have more they don't have any more hardness aside from magical weapons. At 2+ hits a round that's one round where you eat a weapon with two shatter spikes, stopping all damage the target does. For one on one fights this is amazing. Fire Giants actually like to fight in melee, trying to go for the casters and so they can quickly slay the fighters. Unfortunately, Sir Shatterspikes downs his weapon in one round so that's the end of that.

Now here's the thing: You can take a sunder in place of an attack. Any penalties apply so we're at a -2 (+2/4 from feats, so meh). The question here is if your BAB at the CURRENT attack applies (And it's not a penalty). Because if not, Sundering with my left hand at -4 at secondary attacks. If yes, this becomes not nearly as broken. However, RAW (Doubtful as intended) my -10 attacks actually have a use since I can sunder with them at only a -4.

Average damage for a two-weapon fighter stacking strength (started 17+2, current 22) at 6th level with two of these is 1d8+10 per hit, no power attack, +12 to hit primary +10 to hit secondary. With this build you're best off starting turn one walking up, two-handing the shatterspike and breaking their stuff, then drawing another and two-weaponing it. Each hit to a weapon deals 1d8+13 basic damage, plus power attack bonuses. At this level, average damage is 21.5 from a power attack sunder, 17.5 without. Two hits and a +1 weapon is out of commission. A regular weapon is done with power attack unless you roll a 1 or 2 on the damage. The bonus to sunder is +20/+18 since shatterspike acts as a +4 weapon. This can usually kill an 8th level fighter's one-handed weapon in one round unless he has a +2 weapon: Then power attack becomes necessary and a bit of a gamble. I would suggest wielding one weapon with two hands in that case to raise the damage on weapon hit to 26.5. If both attacks hit the Hardness 14 weapon takes an average of 25 damage, breaking a two hander and destroying a one-hander. If it's wooden hafted this just becomes silly and they lose. If you don't destroy it it's going to be broken in all likelihood on two of these attacks hitting.

At high level, you get an Adamantine weapon and deal a ton more damage. IF the DM is nice at 6th level you can make a shatterspike adamantine for just +3000. Bypass all hardness below 20 (which only a +5 metal weapon that you can't sunder anyway) and deals all that damage straight to the weapon/object's HP. With that you can sunder armor effectively (Non-magical armor anyway) using a longsword as per usual. At 6th level that's a 37.5% chance to sunder a +2 weapon. Almost no monsters aside from high-level stuff have magic weapons (specifically the Balor which has two +1 weapons (:D) just in case it tries to be smart)

Adamantine stuff also has another good use: Getting out of wall traps/walled areas in general. Bypass all hardness below 20 and take out walls like the Incredible Hulk (tm). Barbarian is actually a good mix with this build since the rage gives a bonus to strength and con (Two very important stats), and fast movement which is a big help if you're in medium armor. Doing a full multi-class if you're willing to wait a bit to grab Greater Sunder is a good plan if you want to grab the Strength Surge ability and maybe some other not as good power.

Plus, you don't have to sunder all the time. The feat list for this is as follows:
1. Power Attack, Improved Sunder, TWF
2. Weapon Focus (longsword)
3. Double Slice
4. Weapon Specialization (longsword)
5. Cleave
6. Greater Sunder

Out of 8 feats I used 2 for this tree. And done by level 6.

Unless you're at least 50% fighter you will have a hard time doing this. A Barbarian can actually do OK with this, but not as well (big surprise). If you try to do this as Ranger or Rogue, WARNING: YOU ARE ABOUT TO MAKE A MISTAKE. This build really only works one way, and that's my way or with force damage (Ignored hardness in 3.5, couldn't find it in pathfinder).

Sorry if the voice for this is a bit strange: It was originally a forum post.

Anyway, here's his stats:

Rolled scores:
17
11
15
10
14
12

Fighter 6
HP: (6d10+12) 49
STR 22
DEX 15
CON 14
INT 10
WIS 12
CHA 11

BAB:+6

CMB: +12 (+16 to sunder) (+22 with shatterspike) CMD 24 (26 vs. sunder)
If you’re using two weapons/iterative attacks/power attack remember to subtract!

Saves:
Fort: +7
Ref: +4
Will: +3

+1 Shatterspike +12/+7 1d8+10 19-20 x2

+1 Shatterspike +10 1d8+10 19-20x2

Sunder: 1d8+13

Skills: Go for the irony, max Craft (weapon) and Craft (armor)

Feats: 1. Power Attack, Improved Sunder, TWF
2. Weapon Focus (longsword)
3. Double Slice
4. Weapon Specialization (longsword)
5. Cleave
6. Greater Sunder

Fighter: +1 Heavy Blade damage and to hit
One less armor check penalty.

Equipment:
+2 Belt of Ogre Power
2 Shatterspikes (4315)
+1 Breastplate (2300?)
Around 1000 gp of left over assorted goods.

Next level: Heavy armor + some anti-caster stuff or the first level of barbarian for a BIG damage and attack boost, as well as a speed boost. Decisions, decisions.

Welcome to the world. Make a Reflex save for half damage.

Hey all! To anyone who might be reading this I want to let this serve as an introductory bit of sorts. My name is Caleb Aylsworth, at present a game design student at the University of Advancing Technology in Tempe, Arizona. I was playing my NES at 5 and was playing roelplaying games at 14, so I guess you could say I have a bit of experience. I tend to focus on mechanics as far as design goes. If you like what you see on this blog, remember that the things I'll be doing for work look around ten times more professional and that some of this content may not have been playtested for balance/fun. Use at your own risk and hopefully have fun with it. Since it's at the top of the site I will back this up: My permission is required to use an idea from this blog in a money-making enterprise. If you plan on using it without making any money from it, then go right ahead. I say this because some of the really good ideas I've had have turned up in things I've read weeks later, and the time scheduling for this could be edited, but I'm honestly as proficient at html as an AD&D Priest is with bladed weapons, so I'll be keeping it basic.

Legalese aside, this blog contains homebrew material as well that is balanced with itself. Such material will be marked according to the campaign setting it is from (Currenly running two groups in a setting called Arul which is proving to be fun and exhausting). I play Pathfinder most actively, and have played Shadowrun 4th edition, Savage Worlds, GURPS 4th edition, Hackmaster 5th Edition and AD&D off of the top of my head.

I'm also a big fan of fighting games and history so expect to see some of that up here as well.

Keep Gaming, fellows!

-Caleb Aylsworth