I have begun creating a new kit mod, but I'm not sure what to name it and what all the features should be, so I've decided to ask around for suggestions. The basic idea behind this kit is that it's a fighter that attacks MANY times per round, but does not deal as much damage per hit.
The fighter has constant effect Improved Haste from level 1, is immune to slow, and gains an extra half attack per round every 5 levels, but gets no extra attacks per round from proficiencies or levels 7 and 13 (like a normal fighter would). Thus, at level 10, the fighter will have 6 attacks per round with a sword, 8 attacks per round when dual-wielding, or 10 attacks per round when using darts.
In addition, the fight can create and use a set of kit-exclusive weapons (scimitars, katanas, short swords, daggers, staffs, darts, and shortbows) which deal lingering damage, imitating the effects of an extra attack per round--allowing us to sort of bypass the APR cap of 10. Every 4 levels, the weapons created get stronger, and at levels 12, 16, and 20, the lingering damage is extended. For example, at level 16, a kit-created scimitar will deal 1d8+4 base damage, then 1d6+3 on-hit damage after one second, then 1d4 damage after two seconds, and finally 1d3 damage after three seconds. The fighter at level 16 is basically attacking 28 times per round, but most of those strikes are low-damage and get no bonuses from Strength and so forth.
However, the fighter deals 75% less physical damage no matter what weapons it's using, and also cannot wear armor. Even with 18/80 STR and GM in scimitars while dual-wielding, the fighter deals less than 50 damage per round at level 16, while an unkitted fighter at the same level might deal 132 damage when dual-wielding under a party mage's Improved Haste spell. Think of the kit like a quadruple-wielding Archer/Kensai that deals less damage than a normal fighter, but imposes a lot of hitstun because it hits so often.
What do I call this kind of kit, and what else should I add, remove, or tweak to make the kit more balanced or more fun?
The fighter has constant effect Improved Haste from level 1, is immune to slow, and gains an extra half attack per round every 5 levels, but gets no extra attacks per round from proficiencies or levels 7 and 13 (like a normal fighter would). Thus, at level 10, the fighter will have 6 attacks per round with a sword, 8 attacks per round when dual-wielding, or 10 attacks per round when using darts.
In addition, the fight can create and use a set of kit-exclusive weapons (scimitars, katanas, short swords, daggers, staffs, darts, and shortbows) which deal lingering damage, imitating the effects of an extra attack per round--allowing us to sort of bypass the APR cap of 10. Every 4 levels, the weapons created get stronger, and at levels 12, 16, and 20, the lingering damage is extended. For example, at level 16, a kit-created scimitar will deal 1d8+4 base damage, then 1d6+3 on-hit damage after one second, then 1d4 damage after two seconds, and finally 1d3 damage after three seconds. The fighter at level 16 is basically attacking 28 times per round, but most of those strikes are low-damage and get no bonuses from Strength and so forth.
However, the fighter deals 75% less physical damage no matter what weapons it's using, and also cannot wear armor. Even with 18/80 STR and GM in scimitars while dual-wielding, the fighter deals less than 50 damage per round at level 16, while an unkitted fighter at the same level might deal 132 damage when dual-wielding under a party mage's Improved Haste spell. Think of the kit like a quadruple-wielding Archer/Kensai that deals less damage than a normal fighter, but imposes a lot of hitstun because it hits so often.
What do I call this kind of kit, and what else should I add, remove, or tweak to make the kit more balanced or more fun?