After a few private discussions I've reached the point where as a pure class it's been deemed to be workable and balanced. The current iteration is as follows:
So, that's the pure class build, along with a couple other additional odds and ends. Now here's where I need y'all's help:Master of the Longsword
The Master of the Longsword is a professional warrior trained in the use of two-handed swords and polearms who, rather than relying on raw power, makes use of speed and finesse to harry his opponents with an accurate barrage of blows to keep them off-balance. Unlike the Weapon Master he doesn't heavily specialize in one type of weapon, but has instead studied the synergy between a wide range of equipment.
Hit Dice: D8
BAB: High
Proficiencies
Weapons: Simple, Martial
Armor: Light
Saves
High: Reflex
Low: Fort
Skill Points: 4
Class Skills: Bluff, Intimidate, Lore: History, Lore: Local, Lore: Martial (New Skill, Class Skill for MotLS, and could be made one for Fighter, Weapon Master, Dwarven Defender, etc., as well), Parry, Spot, Taunt, Tumble
Note: This class does NOT qualify as Fighter levels for Feat purposes.
Master of the Longsword abilities only work when wearing light or no armor. All require him to be using a two-handed sword no larger than one size class larger than him (IE, for a human they only apply to Medium and Large weapons, and only when wielded in two hands). Optionally, this can be changed to a weapon of his size class (IE, for a human it applies to Medium weapons, thus leaving Greatsword for conventional STR builds).
Feat Progression
Level 1 Measured Blows
Level 2
Level 3 Parting Strike
Level 4
Level 5 Half-Sword, Bonus Feat*
Level 6 Disarm
Level 7 Skillful Defense
Level 8
Level 9 Weapon Synergy I
Level 10 Scholar of Arms, Bonus Feat
Level 11 Feint
Level 12 Crooked Strike
Level 13 Vor
Level 14 Wrestling at Sword
Level 15 Bonus Feat
Level 16 Coup-de-Grâce I
Level 17
Level 18 Mordhau
Level 19 Weapon Synergy II
Level 20 Provost of Arms, Bonus Feat
Level 21 Relentless Barrage
Level 22 Coup-de-Grâce II
Level 23
Level 24 Aggressive Defender
Level 25 Chink in the Armor, Bonus Feat
Level 26 Combat Insight
Level 27 Master's Defense
Level 28
Level 29 Strike of Wrath
Level 30 Master of Arms, Bonus Feat
Feat Descriptions
Measured Blows: At Level 1, he has trained to make precise attacks when wielding one of his weapons by tightening up his movements and making smaller and quicker strikes, gaining accuracy at the expense of damage. When this mode is activated, he gains +3 AB at the expense of -3 Damage.
Parting Strike: At Level 3, as a full round action the Master of the Longsword executes a quick cut to the top of his opponent's scalp to distract him by opening a wound that will bleed into his eyes. The attack is made at his full BAB, and if it connects the target must succeed at a Fort Save with a DC of 10 + 1/2 the Master's class level + 1/2 his DEX modifier or be blinded for the next round. It has a cooldown of 1 minute, and cannot be used when Half-Sword is active.
Half-Sword: (Scripted Modal) At Level 5, when fighting in Measured Blows, the MotLS can move one hand onto the blade of his sword, shortening up his reach and reducing his power, but further increasing precision. Once activated, when wielding any sword two-handed his damage is further reduced by 2, however he may ignore half his opponent’s AC (Armor) Enhancement Bonus (rounded down). If the Master comes out of Measured Blows for any reason once activated, Half-Sword is also disabled.
Bonus Feat: At Levels 5, 10, 15, 20, 25, and 30 the Master of the Longsword may choose a Bonus Feat from the Fighter’s Bonus Feat list. (Optional. I've waffled on this one, but went ahead and listed it since other similarly feat-heavy progressions IE Man-At-Arms have them.)
Disarm: At Level 6 the Master of the Longsword receives the Disarm feat for free, even if he doesn't meet the requirements.
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 10 ranks of Parry when fighting in Measured Blows. This only applies against his current target. (Optional: Taking Improved Parry increases this bonus to +2 per 10 ranks)
Weapon Synergy: At Level 9 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 19, he has undertaken sufficient study that he has mastered the similarities in how his weapons are wielded, and may apply any bonuses from Weapon Focus, Power Critical, or Improved Critical feats to all weapons in its type. Note that having feats in more than one weapon of the same type (IE if the character has Weapon Focus Longsword and Weapon Focus Greatsword) does not stack.
Scholar 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 qualifying weapons. He gains an additional +1 AB for every 10 ranks of Lore (Martial).
Feint: At Level 11 the Master of the Longsword receives the Feint feat for free, even if he doesn't meet the requirements.
Crooked Strike: At Level 12 he may, as a full round action, make an attack at his opponent’s hands and wrists that reduces their AB and Damage by -2, for a number of rounds equal to 1 round per five class levels. The target must make a Fort Save with a DC of 10 + 1/2 the Master's class level + 1/2 his DEX modifier to avoid the penalty. It has a cool down of 1 minute, and cannot be used when Half-Sword is active.
Vor: At Level 13 the Master of the Longsword's unrelenting assault takes the initiative, and keeps his opponent off-balance and forces them to react to him. Once per day for every 5 class levels, as a full round action, the Master of the Longsword makes an attack at his full BAB. If the attack is successful, for the next 1 round per five class levels the Master takes control of the fight, and during this time the opponent's DC for Concentration Checks on any spells and abilities used by the opponent when engaged in melee combat are increased by 1 for every 5 class levels. It has a 2-minute cool down.
Wrestling at Sword: At Level 14 the Master of the Longsword may add the difference between his DEX and STR to his Knockdown checks. If Half-Sword is active, he may add his weapon's Enhancement Bonus to his roll.
Coup-de-Grâce: At Level 16, as a standard action the Master may deliver an attack against a prone opponent at his full BAB. If the attack is successful the hit inflicts an extra 1d6 Damage. At Level 22 this is upgraded to 2d6. This attack has a 2 minute cool down. (Optional: This stacks with the Coup-de-Grâce Bonus Feat when equipping a Rondel, or when Half-Sword is active, for a maximum of 3d6 extra damage).
Mordhau: At Level 18, as a full round action, the Master of the Longsword takes his sword by the blade and swings it like a mace or hammer. If the blow connects, it deals his weapon's normal dice and enhancement bonus in bludgeoning damage (IE a longsword would deliver 1d8 + EB Bludgeoning). The target must then make a Fort save with a DC of 10 + 1/2 the Master's class level + 1/2 his DEX modifier + his weapon size or be dazed for 1 round per 6 class levels. If the target fails this check by 10 or more, he is stunned for the same duration. Regardless of whether the attack hits or misses, the Master suffers an AB penalty of -2 for the next round. It has a cool down of 60 seconds, and cannot be used when Half-Sword is active.
Provost of Arms: At Level 20 the Master of the Longsword has achieved sufficient mastery with his weapons they have effectively become an extension of his body. Whenever wielding any qualifying sword two-handed his weapon is considered to be a finesse weapon.
Relentless Barrage: At Level 21, whenever the Master of the Longsword succeeds with his Vor attack, his opponent must make a Reflex save modified by the Vor penalty against a DC of 10 + 1/2 the Master's class level + 1/2 his DEX modifier. If this roll fails, he suffers an additional penalty of -2 to AC and AB for as long as the Master is in Vor.
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 gains +3 AC in addition to his AB bonus against his current opponent. (Optional: The AC bonus can be made a non-stacking Deflection AC bonus for balance if necessary)
Chink in the Armor: At Level 25 the Master of the Longsword has learned to spot and target the weaknesses in his opponent's armor. As a full round action he makes a spot check against a DC of (10 + Armor AC + Armor Enhancement) x 2. If successful, for the next 1 round per 5 class levels he may now ignore his opponent’s entire AC (Armor) Enhancement Bonus when Half-Sword is active.
Combat Insight: At Level 26, the Master of the Longsword receives the Combat Insight Feat, even if he doesn't meet the requirements.
Master's Defense: At Level 27, the Master of the Longsword may add 1/2 his weapon's Enhancement Bonus as AC (Shield) against his current target. This bonus stacks with his bonus for Skillful Defense.
Strike of Wrath: At Level 29, as a Full Round Action the Master of the Longsword may execute an attack at his full Base Attack Bonus. If it hits, the attack will inflict maximum damage upon the target, and knock them out of any active Mode (IE Parry, Combat Expertise, etc.). This action has a 2-minute cooldown, and cannot be used when Half-Sword is active.
Master of Arms: The Master of the Longsword has fully mastered his weapons, to the point that his attacks come so quickly and furiously he may press his opponents beyond their ability to keep up. As a result, each round the Master lands a successful attack while Vor is active, the AC and AB penalties suffered by his opponent increase by 2.
Additional Feats
The following feats are some ideas for additional abilities available for selection at level-up:
Expanded Synergy (Requires Weapon Synergy II, 19 INT): The Master of the Longsword may now use his abilities with Polearms. If he has Weapon Synergy II, he must still take Weapon Focus, etc. in a Polearm to apply those bonuses. (Note: If the option above to limit it to weapons equal to race size is utilized, Polearms would be considered to match the wielder's size class)
Break Fall (Require DEX 21): If knocked down, the Master of the Longsword can make a second check by adding the difference between his DEX and STR modifiers. If the roll succeeds, he escapes the knockdown.
Multifighting (Require DEX 25, INT 19, Aggressive Defender): The Master of the Longsword has carefully studied footwork and angles to better defend himself against multiple opponents. He may now apply his AC bonuses to all melee attacks, not just his current target.
Deft Hands (Require Feint, DEX 21): Whenever the Master of the Longsword uses Feint against his opponent, he may add the difference between his DEX and CHA bonus to his Bluff roll. (Note: This feat could be made available to all classes)
A note on the below: Because harnischfechten (armored fighting) is a central part of the martial arts from which this class draws influence, I'm trying to find SOME way to work it in.
Harness Fighting (Requires Class Level 20): Any armor worn by the character is considered one class lighter. Therefore Medium Armor is now considered Light Armor, etc. (Optional: This stacks with the bonus for Mithral armor)
Additional Equipment
Some ideas for new equipment:
Rondel
Type: Martial Weight: 1.0 pound(s)
Damage Type: Piercing
Size: Tiny
Critical: 20/x3 Damage: 1d4
Bonus Feat: Coup-De-Grâce
Feats: Martial
The rondel is a specialized form of dagger with a long, slender, needle-like point designed specifically for penetrating between the joints of plate armor. Its main purpose is to deliver a coup-de-grâce to fallen opponents or to serve as a knight's last line of personal defense, however it has also become popular among merchants and tradesmen.
Polehammer
Type: Martial Weight: 8.0 pound(s)
Damage Type: Bludgeoning and Piercing
Size: Large
Critical: 20/x3 Damage: 2d6
Feats: Martial
As armor grew heavier, weapons evolved to better contend with it, leading the conventional warhammer to develop into the polehammer. The polehammer consists of a hammer head at the end of a 6-8ft shaft, and is a favored weapon of heavily-armored knights. In addition to the hammer head, polehammers generally featured a reverse spike for punching holes through armor or for hooking knights off their horse, and a spike at the end for thrusting like a spear.
Estoc
Type: Martial Weight: 4 pounds
Damage Type: Piercing
Size: Medium
Critical: 18-20/x2 Damage: 1d8
A particular form of longsword featuring a narrow, pyramidal blade for thrusting. Unlike the conventional longsword it has no cutting ability, and was designed for piercing the joints in plate armor.
Zweihander
Type: Martial Weight: 10.0 pound(s)
Damage Type: Slashing and Piercing
Size: Large
Critical: 20/x3 Damage: 3d4
Feats: Martial
The largest and most impressive of swords, these massive blades range as much as 6ft in total length. Because of their size such swords have much more in common with polearms, and are often favored by wealthy mercenaries for contending with pike formations. (Note: mechanically a Zweihander would be considered a polearm)
I need you to BREAK it for me. Take what I've got here, and come up with the most obscenely powerful multiclass build that would be a perfectly legal combination on this server you can think of. You can splash as much of the class as you want, so long as it follows the server's multiclassing rules.
I've done the best I can to balance the class in such a way as to mitigate powerbuilding, particularly by moving its key feat (finesse on 2H weapons) to very late in the progression. However I've never had an eye for Min-Maxing RPG systems, so it's possible I've missed something that more...creative builders might be able to exploit.
So if you would, have at it and see what insanity you guys can come up with. Assume that the class AS WRITTEN is what would be going into the server (you may flex on the Optional rules I noted above).