My response to your post is massive, so I came back to edit in a synopsis of my intended adjustments so far. They are based on memory, so I might miss something that is detailed below. When I actually do the edits I'll review my whole post and such to be complete about it.
So when I come back to this, hopefully as early as tomorrow, I will:
Drop ability bonuses to +1 dex/str per level.
Eliminate about half the bonus feats.
Create a special ability chain wherein a nimblewright gets special abilities it picks from a list. These will be based on your suggestions, my imagination, some fencing stuff, and existing martial maneuvers (Most likely from the Iron Heart, Diamond Mind, and perhaps Tiger Claw disciplines). I want these to synergize a bit too, so that if it takes the special ability it gets a cool ability, but if it takes X special ability with Y other feature, a new effect is unlocked.
Focus on Combat Reflexes. Since the Nimblewright has a large dexterity bonus, I intend for a lot of its special abilities to be powered by AoOs. So instead of taking an AoO in a certain round, it will have the option to do something special at the price of an AoO or attach a special effect to the AoO. That way its large number of available AoOs a round isn't wasted just because there are a lack of opportunities.
Original post below:
[spoiler]
Well, I supose this would happen sooner or later.
Is my entry into threads a dreaded eventuality?
Melees deserve nice things.
I agree VERY strongly with that statement.
I ask you to remember that as you read on, because even before you typed that post I was thinking "Melees deserve nice things." throughout the entire process of creating the Nimblewright, and I continue to think it as I responded to your suggestions.
Ok, here's where you're making your first mistake. I'm not just making carbon-copies of the monsters, I'm improving them for player use.
I recognize that, but I also believe that when a player looks at a monster and wants to play them, they want to play "THAT THING." This isn't to suggest that carbon-copies are the way to go, just that I think there is a balance to be struck between being faithful to the entry so that players get everything they see and improving the monsters for player use. "Improve for player use" to me means first trying to ease the pain of all the things the players
didn't see when they looked at the monster and said "I want that!" because they were blinded by their rose-colored glasses.
So I tried to make a lot of minor edits that made the Nimblewright a viable player character without alerting anyone that changes had been made. For example the Nimblewright I wrote can lower its spell resistance as a free action at any time, which allows SR to be a boon rather than a burden. I also
conveniently forgot to include the part about "Oh yeah, and you're some wizard's bitch," because that's a turn-off for almost every construct published. They're usually slaves to their creators, with almost zero room for actual playability.
Beyond my attempts at subtle improvement, I didn't do much improving for player use mostly because if someone wants everything in a monster entry (I know I wanted everything but the vulnerabilities) then it's tough to cram it all into a few levels. The Nimblewright is actually a pretty simple monster, but putting all its abilities into so few levels was awkward. It gets cluttered fast, and I was trying to just get it done without tampering with the base too much.
So let's take a quick look at the Nimblewright and ask ourselves some questions:
-What is the Nimblewright suposed to do again?
Dual rapiers wich used for tripping oponents with special abilities with several self-buffs. This however raises several problems, like it having exactly zero abilities to boost two-weapon fighting, and at higher levels tripping becomes kinda useless. This is a monster in deep need of custom abilities.
Technically it's also supposed to be infiltrating criminal organizations - hence
Alter Self and Cha bonus - but aside from that poorly-supported fluff it's a sort of WotC sleight-of-hand on TWF. Instead of making it a TWFer, they pulled a fast one and gave it two AWESOME natural weapons. They are at once both natural and manufactured (construct), which gives them several advantages and disadvantages (I believe more advantages than disadvantages, which is why I kept hem as natural instead of TWFing two rapiers). First they get "best of both worlds" as far as a lot enchantment and buffing goes. Second, the Nimblewright can attack with both of them without any feats or penalties. However the disadvantage is there is no possibility for iterative attacks. This makes the Nimblewright BETTER than a normal TWFer at low levels, and worse at high levels without Rapidstrike and Improved Rapidstrike.
I kept the weapons as they are specifically because they start better than TWF (No penalties on the nimblewright's pathetic 3/4s BAB) and become better than normal manufactured weapons assuming obvious optimization (the aforementioned Rapidstrike and Improved Rapidstrike).
-Does the NimbleWright really needs high mental scores?
None of it's SLAs are ofensive, and it's only other ability is strenght-based. So we can safely remove the Wis and Cha bonus to make room for other stuff.
I originally kept them so as not to pigeonhole players. A good charisma score opens up RP and build potential (A Nimblewright Diplomat, for example). The class is 7 levels long so outside of gestalt it can't really be effectively abused for increases to mental stats, since any caster would lose a lot more in 7 levels away from casting than they'd gain in ability bonuses.
I'm pretty sure its Charisma is supposed to help it be convincing (The above-mentioned fluff that WotC made little effort to support), and I kept its wisdom to bolster its miserable saves, but I can remove them as per your suggestion.
-On the disadvantages and advantages of the construct type
Altough not having Con score and low saves, constructs obscene amount of immunities is quite powerfull.
As a player not having a con score also means you can dump that stat for other stuff.
+20 HP at first level is way too much, so I prefer to spread it over several levels. Check the Inevitable to see how I tackle the constructs as player race here.
I actually looked at your Zelekhut a lot when I was making the Nimblewright. However there's a couple points that I also kept in mind: This guy will never gain more than a d10 per level unless he takes the Improved Toughness feat, and he can't heal effectively at all. He also takes dire penalties if he is hit with fire or cold effects (especially fire), which are both common and easy to use (Alchemist's fire). The immunities a construct gains are neat and all, but they're also designed for monsters who are supposed to be difficult for one encounter, not a PC. Construct traits are
devastating to a PC.
However, I didn't ask for suggestions only to refuse them. One HP progression I considered was +2 at first level, and then +3 at every level after that (Totaling 20 at 7). Do you think that is more balanced or should he get the +2 at 7 and have the +3s at 1-6?
Now, with that in mind, here are my sugestions for your class:
-Remove the mental score bonus, scale down the Dex bonus to, at best, +1 Dex per level. If you look around here you'll notice pretty much all monstes follow this rule, since super-high ability scores are a very risky thing when you combine them with stuff meant for players with more "normal" scores.
I will do this. +1 dex and str per level should be fine. I actually prefer +2 every other level rather than +1 every level since most published stat increases occur in 2's (To get a full +1 to your modifier), however it's your thread and the difference is aesthetic.
-Adapt the construct type as shown on the already converted Inevitable I linked above (no class skills, +1 HP per level starting at 5 HD)
-The original Nimblewright doesn't seem to have skills at all. If you really feel like it should be tumbling give it an ability granting a bonus on tumble based on HD (again, check the Inevitable).
-Make Nat armor based on an ability score, so it starts high and then keeps growing.
I like the sound of that, but which ability score? It seems weird to me to base it on dexterity, which is the Nimblewright's highest stat and also a +7 modifier (Which fits with the fact that its natural armor is +7).
I had thought about basing it on HD since mine has 7, but that made it very weak at first level (+1). I finally settled on making it comparable to armors available at certain levels. The fighters in the PHB are shown wearing scale mail at level 1, so it has +5 at level 1 just like scale mail. At 7 this goes up to +7 because by that time enchanted armor should be readily available so the Nimblewright should have competitive AC.
-Proficiencies?
Creatures with natural weapons are considered proficient in their use and constructs receive no armor proficiencies. Creatures listed with weapons are usually proficient in their use as well (so if a monster is listed as having a greatsword, it is proficient with the greatsword). As a result I didn't see it as necessary to include any additional proficiencies for the Nimblewright (It gets competitive AC and two excellent weapons). With Weapon Finesse its attack bonus also stays competitive. The lack of proficiencies didn't bother me, because whatever class the Nimblewright takes for its 8th level will likely offer proficiencies anyway.
-Don't make all SLAs at-will. Instead make their number based on HD.
I originally wanted to do that, but given the small amount of HD and large amount of SLAs I found it created serious clutter. I don't even like how I ended up doing the extra uses per day. I also considered the power of each SLA and what the difference was between "at-will" and "x/day" and found most of them don't get much more powerful at will. The truth is most of the Nimblewright's SLAs gain little from being "at will" but add clutter and complexity if they're "x/day", so I opted for "at will" just to make things easier.
I'll go through each one. Mind that this is what I was thinking at the time I was creating the class, I will re-evaluate it based on your suggestions.:
Entropic Shield: This is an OK spell, but the miss chance is small and doesn't scale in the spell's description. So at low levels it's neat, but after that it basically sucks. So I saw no harm in making it "at will" since it's only helpful 20% of the time anyway
Feather Fall: This is a spell that will save your life in the right circumstance, but you will rarely be in that "right circumstance". How many times do you need to risk a fall in day anyway? The difference between 1/day and "at will" is almost negligible for feather fall, so why not have it "at will" because it looks cool to jump from dizzying heights and once again "Melees deserve nice things."
Cat's Grace: A small bonus to dex for a creature with a massive dexterity. It's almost pointless as it is, so why make the poor construct worry about how many uses of it he has left in the day?
Alter Self: Finally! An SLA someone might have to worry about! This is the first time the Nimblewright gets an ability where I was concerned about power level. Fortunately for game-balance this ability was only included in the Nimblewright's entry so that it could believably infiltrate organizations and pose as a non-construct. Amusingly, this spell for a Nimblewright does very little other than +10 Disguise and some limited versatility. Once again, I couldn't bear to take it from the poor guy and I really do believe melee'ers should receive nice things, so I gave it to him a number of times per day that would allow him to keep a disguise up all day. If we're ditching the fluff of Nimblewrights infiltrating organizations posed as non-constructs, we can also just remove Alter Self. Like I said though, I couldn't bear to take away one of the few nice things he has. I also originally had Disguise as a class skill for nimblewrights, but removed it because WotC really DIDN'T support that fluff.
Haste: Ah yes, haste. I think it fits great with a Nimblewright and having it at will not only helps him keep up with TWFers (Who have four attacks at this level) but it just generally enhances the style and flavor of the creature. He's fast, he's dextrous, he hits a lot. Simple. This also lets the Nimblewright take on some of the burden of buffing for the party, saving the casters valuable spell slots (Which they can now use to cast... repair construct?). Like alter self, it allows the Nimblewright to seriously contribute to the party and depart from one very narrow party role. Getting haste at will is unique and valuable, and considering the fact that constructs are literally a burden on the party (They don't heal the same way yet still require constant maintenance, they can't be raised the same way, the construct type doesn't benefit from many of the things living creatures benefit from, etc.), a unique contribution isn't only helpful, it's
necessary.
-SR should really start later.
I play a lot of low-level campaigns and what I've seen is that magic is rarely encountered at low levels, but when it is it's often devastating because low-level characters are so frail. Constructs get all-weak saves, which is meant to be countered by their SR. SR at low levels either does nothing at all because you encounter less magic at that level or it does exactly what it's supposed to (Give the construct the same chance as everyone else).
However, I can make it start later for the same reasons I started it early: It usually doesn't make a difference.
-Your Nimblewright has an Int score so it will be gaining feats normally. No need for give it 6 bonus feats over 7 levels.
Except for Combat Reflexes, most of its bonus feats suck for anything but meeting prerequisites.
When considering its bonus feats, my thought process had the following bullet points:
-First off, melee-types deserve nice things, so why not?
-Most of those feats aren't worth taking normally, and so WON'T be taken normally
-The more lousy bonus feats the character has the more likely they can spend their other feats for things they need, for example non-living constructs need improved toughness a few times
-Some feats
never get taken because the feat tax is way too high. If you get a bunch of predetermined bonus feats, you stand a good chance of actually getting to pick good ones because of all the stupid prerequisites you will fill. Whirlwind Attack for example, is a ridiculous feat to attempt to take... unless you got all the prerequisites for free. Then it becomes not only practical but
decent.
-Every character but the fighter is feat-starved. One feat every three levels is simply
not enough. WotC indirectly acknowledged this by making classes get more feats in games they published after 3.5 (Saga and 4e, for example). So if every character is feat-starved, and feats generally aren't especially uber, why add ANOTHER malnourished class, repeating WotC's mistake, when I have the power to correct their error with my homebrew?
After typing these points out (Which really were my thinking when I made the Nimblewright) I thought to myself that I should give the Nimblewright MORE feats in fact, specifically I should add Whirlwind Attack to their bonus feat list. Sure there are maneuvers that do the job better, but Whirlwind Attack isn't a BAD feat, it's actually pretty good, but it just takes too much investment to get. I feel like it's my job to correct that error and alleviate that investment.
However I think I'll try to ignore my first instinct and instead focus on enhancing the Nimblewright's class abilities as you suggest below.
-Now for the juicy part, custom abilities. Give it something so it can TWF properly, like using both rapiers as a standard action whitout penalty. Make the rapiers get stronger as it grows in HD like the Inevitable chains. Make tripping thrust able to trip flying oponents. Make it able to affect crit-immune oponents (at a penalty of course). Make it's entropic shield better than the normal spell. Some kind of "parry" ability. Like you yourself said, stuff that makes the nimblewright kick ass at melee, instead of wondering if it should get a bow. Don't be afraid to give the monster abilities you think should exist and the Nimblewright should have.
These suggestions are awesome! I especially like the tripping flying opponents part. I don't think I'll have the time today to update the class with all of your suggestions (3 hr Drive home + errands + doctor's visit + it's D&D night for my home group), but thank you for the feedback! I think the rapier damage progression should be easy enough. You might have noticed I tried to make everything else scale after the 7th Nimblewright level.[/spoiler]