Ambaryerno wrote:Weapons of Choice: At Level 1 the Master of the Longsword receives Weapons of Choice applying to two-handed swords, (any sword or sword-like weapon wielded in two hands, including longswords, falchions, scimitars, etc.) polearms, and daggers
Might work better if they are required to pick a 'weapon class' here, such as heavy swords (Great Sword, Falchion, Bastard Sword), or standard swords (Long Sword, Scimitar, Katana), or Polearms (Halberd, Scythe, Spear, maybe quarterstaff?). This (I think) will make it easier to apply the synergy feats and it makes things 'even' essentially giving you feats for 3 different types of weapon for the price of one. Also, would be better to list all weapons you would like to be selectable instead of 'etc.' I listed the ones that come to my mind when I think about the class, but different interpretations means I could be thinking about it differently than how you intend. Daggers don't belong here, can't use with two hands so they shouldn't be on the list.
Ambaryerno wrote:Weapon Synergy: At Level 2 the Master of the Longsword may wield any sword or sword-like weapon (IE bastard sword and katana) and polearm, even if he lacks the proficiency feat for it as long as he does so two-handed. At Level 17, he has undertaken sufficient study that he has discovered the similarities in how his weapons are wielded, and may apply any bonuses from Weapon Focus, Power Critical, or Improved Critical feats to one class of his Weapons of Choice (IE swords/sword-like weapons, polearms, or daggers. Note that taking feats in more than one qualifying weapon type, such as Weapon Focus: Longsword and Weapon Focus: Falchion, does not stack).
I'm thinking this should come later in the leveling and, perhaps to make it 'simple' you could treat it a bit like the Whirling Dervish with skill focus feats. For instance, level 2 they could get free Exotic Weapon Proficiency (for Bastard Sword and Katana). Then, instead of the above where there are a bunch of 'ifs' you could grant the character 'free' Weapon Focus at level 5 where they pick Weapon Focus: Great Sword, Weapon Focus: Longsword, or Weapon Focus: Halberd and then they are given the other two weapon focus feats for free (as listed above). Further, you could grant Power Crit at level 10, Improved Crit at 15 (for instance).
Ambaryerno wrote:Feint: At Level 3 the Master of the Longsword receives the Feint feat for free, even if he doesn't meet the requirements.
Putting this at 3 leaves it somewhat open to abuse (no need for 13 INT or Combat Expertise). I would prefer it come later, at least 5, probably more like ~7.
Ambaryerno wrote:Skillful Defense: At Level 7, the Master of the Longsword has learned to defend himself with his weapons as if they were a shield in melee combat. He gains +1 AC (Shield) for every 6 ranks of Parry when fighting in Measured Blows. This only applies against melee weapons.
I would go +1 / 10 ranks... A Tower Shield is +4 AC, -2 AB... Making this every 6 ranks equates to AC 5 at no penalty, that's better than Tumble and for only requiring 7 levels. +1 is better than a medium shield (and shield potions/wands/use per day items can give another +4 enhancement shield bonus). In order to avoid this being a 7 letter Fighter dip class (and to save some skill points I would advise maybe this should just be +1 shield AC at level 10 and every 10 levels for +3 Shield AC at level 30.
Ambaryerno wrote:One With The Blade: At Level 8 the Master of the Longsword has achieved sufficient mastery with his weapons they have effectively become an extension of his body. He may therefore use his DEX for calculating AB when wielding any of his Weapons of Choice, even if the weapon would ordinarily not qualify for Weapon Finesse.
The subject of Finesse on Longswords inevitably came up in QC when we were discussing BladeSinger and it was not well thought of. While I wouldn't say this is a certain 'no' based on this class or the feat brought up separately, I would say level 8 might be too early to award it. Might want to go around ~16 or so.
Ambaryerno wrote:Student of Arms: The Master of the Longsword's knowledge of weapons lends him an intuitive grasp of their inherent properties, granting him bonuses in his skill at wielding his Weapons of Choice. At levels 10, 20, and 30 the Master of the Longsword gains 1 point to AB for every 10 ranks of Lore: Martial (New Skill). The bonus per 10 ranks is +1 at Level 10, +2 at Level 20, and +3 at Level 30.
Needlessly complex, instead of adding a whole new skill just grant +1 AB at 10, 20, 30.
Ambaryerno wrote:Half-Sword: At Level 11, as a full round action the MotLS moves one hand onto the blade of his sword, shortening up his reach and reducing his power, but increasing precision. For the next round, when wielding any sword two-handed the critical threat range increases by +2, but at the cost of -3 damage. This ability has a 2-minute cooldown.
Would want to ensure this doesn't stack with WM Increased Critical Threat Range(but can stack with Improved Crit). Otherwise you could have Scimitar WM landing crits on 10 or better.
Ambaryerno wrote:Wrestling at Sword: At Level 14 the Master of the Longsword now uses DEX for Knockdown checks in place of STR.
This is essentially what Trip/Improved Trip was and it was rejected. I don't see why this would be let through, but maybe.
Ambaryerno wrote:Coup-de-Gras: At Level 16, as a standard action the Master may deliver an attack against a prone opponent at his full BAB when a dagger is equipped in his main hand weapon. If the attack is successful the hit is an automatic Critical at the weapon's maximum damage. At Level 22 this is upgraded even further by granting +1 to the Critical Multiplier. This attack has a 2 minute cooldown.
This why Dagger was on the list? Has no synergy with the rest of the class. Dagger is a finesse weapon and there is already the Invisible Blade and Daggerspell Mage. However, as it is now written I see no reason the ability couldn't apply to one of the weapons in his arsenal (great swords, swords, or polearms). Otherwise the attack critting with an extra multiplyer only when opponent is prone is fine...Though see above with the analogy between using DEX for Knockdown and (Improved) Trip.
Ambaryerno wrote:Vor: At Level 13 the Master of the Longsword's unrelenting assault when he has the initiative keeps his opponent off-balance and forces them to react to him. As a result, When the Master of the Longsword has the Initiative, the DC for Concentration Checks for any spells and abilities used by the opponent when engaged in melee combat are increased by 1 for every 5 class levels. This advantage is lost if the Master of the Longsword is Knocked Down or suffers a mental status effect (Dazed, Stunned, Etc.).
Ambaryerno wrote:Nach: The Master of the Longsword executes an attack which enables him to take control of the fight. At Level 21, as a Full Round Action, the Master of the Longsword makes an attack at his full BAB. If the attack is successful, the Master of the Longsword gains Initiative over that target for the duration of the fight, and Vor (see above) will apply as if he had Initiative from the beginning.
Initiative is kind of clunky in the NWN2 Engine (think it has to do with personal initiative vs. opposed initiative rolls, but I don't recall.) I am not sure if/how these abilities would work.
Ambaryerno wrote:Staff Flourish: At Level 23, the Master of the Longsword executes a rapid series of blows making use of both ends of a polearm. After a full round action to prepare, for the next round when wielding any polearm-style weapon (staff, spear, halberd, etc) he is treated as if having Perfect Two Weapon Fighting, but at the cost of -3 damage for each attack. This ability has a 2 minute cooldown.
I would come up with a different ability based on if the MoL is based on Great Sword, Sword or Polearm. This ability means nothing unless they went the polearm route. Also, not sure if this is even possible from a coding perspective (NWN2 doesn't have double weapons, so not sure it can do this.)
Ambaryerno wrote:Aggressive Defender: At Level 24 the Master of the Longsword is constantly moving his weapon, ready to intercept any incoming blow even when he's attacking. Whenever using Measured Blows, he will automatically attempt to defend attacks that beat his AC. He only receives 1/2 his Parry skill added to the roll (DC = attackers attack roll) and doesn't receive a Riposte, but still attacks as normal.
This is needlessly complex and attempts to use parry mode when it is not active. Not saying it can't be done, but why not use Deadly Defense as a model... Here you have CE giving +3 AC for -3 AB and the feat adds 1-4 damage when CE is active. By the same token why not this feat make measured blows grant an additional +2 AC (so -3 damage for +3 AB, + 2 AC).
Ambaryerno wrote:Master's Defense: At Level 27, the Master of the Longsword may add 1/2 his weapon's Enhancement Bonus as AC (Shield). This bonus stacks with his bonus for Skillfull Defense, and only applies against melee attacks.
Even with the lesser number I already provided this would bring shield AC to +5 with no cost (+9 with a potion/wand/item to cast shield from). Seems a bit much.
Ambaryerno wrote:Additional Feats
The following feats are available for selection at level-up:
Expanded Synergy (Requires Weapon Synergy II): The Master of the Longsword may apply his bonuses from Weapon Focus, Improved Critical, or Power Critical to another set of weapons (swords/sword-like weapons, polearms, or daggers).
Extended Flourish (Requires DEX 25): The Master of the Longsword extends his staff flourish by one round per 10 class levels, to a maximum of three rounds.
Break Fall (Require DEX 22): If knocked down, the Master of the Longsword makes a Tumble check against a DC set by his attacker's Knockdown Roll. If this check succeeds, the Master is able to escape the knockdown.
Harness Fighting (Requires Mobility, Heavy Armor Proficiency, Provost of Arms): If the Master of the Longsword takes the Medium and Heavy Armor Proficencies, he may now utilize his abilities when wearing Full or Half Plate armor.
Agile Harness Fighter (Requires Harness Fighting, DEX 25): The Max DEX bonus for wearing Full or Half Plate is increased by 2. This also stacks with the bonus for Mithral armor.
These all get a no from me... Granting PTWF with the benefits of great weapon fighting and none of the drawbacks of either, granting a dozen feats at the cost of 3 to be able to use a wide array of weapons, d20 + Strength (knockdown check) is not a fair check against tumble + d20... Tumble 30 would almost always succeed. Using Medium/Heavy Armor has little synergy with the class and doesn't make sense. With DEX score somewhere at 20 or higher (for AB and AC) MFP only gains 1 AC so it's not a power thing...it just doesn't make sense. Increasing the Max DEX makes it make sense, but is insanely OP (MFP with an AC 8 and +5 DEX? No)
Overall I think you would be disappointed by this class as it would likely be more survivable, but just as frustrating as a rogue type sneak attack character. In epics your lack of any damage potential will cause you to fail to get through enemies Damage Resistance. Were it me, I would focus less on trying to make another Dwarven Defender out of new/home brewed feats and abilities and more on trying to balance out the AC, AB and Damage. As it stands this class looks to me like it would get AC And AB in to the 50's easily, but damage would be AWFUL. DEX to damage is a no go as no stat helps AC and AB and Damage all at once and I don't think that will or should change. However, more abilities that serve to supplement damage might be nice. Maybe your mode you created lessens the damage penalty at X and then negates it at Y so it is just +3 AB? Maybe some of the abilities created that increase AB at the cost of damage and some of the abilities for AC become damage abilities.
Right now this is an ultimate tank build that could whittle down enemies very slowly, but against epic mobs it won't make a scratch except when it crits with some of it's special abilities... Even then they may despawn before they're dead.