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ToB Ninja, stereotypes and all!
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5871837" data-attributes="member: 35909"><p>I'm fine with the necromancy. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>In the time since creating this thread, I have 1) realized that I neglected to put Uncanny Dodge in at level 4 (but not Imp. Uncanny Dodge), though I had intended to; and 2) playtest the class in an actual game. Not the purest test, as it was gestalt (whisper gnome cloistered cleric / Shadowcraft Mage on one side, pure Ninja on the other; was an evil party, worshipped a god of shadows and creation that was homebrewed for the campaign's plot), and ended just before we hit 11th level, iirc, so no chance to test out the Ninjitsu Focus.</p><p></p><p>Class worked fine in play. The maneuvers and skills never seemed too weak/limited nor too powerful / overshadowing. Spent a fair amount of rounds withdrawing to recover maneuvers, occasionally had to run, but when you're squishy (albeit with high AC) dps AND the white mage...enemies tend to be quite willing to find you. Especially with the gestalt cleric casting and MIC items, tactical use of the speed burst added interesting decisions to combat, I pretty much always had many things vying for that swift action. Sure does help when the healing spells are touch ranged to have super high mobility, though. Only minor issue with the speed burst was the fact that it made it difficult for an enemy w/o teleportation to escape from combat if he wanted to flee. But...that'd be an issue with any PC with significantly higher than normal speed, such as any druid. And unless the foe is very easy to finish off, could easily lead to the pursuer being caught in an ambush separated from the party, so I don't think it was a huge concern.</p><p></p><p>I do also have to give special credit to the Improved Unarmed Strike. Even at only a d3 (in my case), when you have maneuvers, maybe some sudden strike, etc... adding to it, it's still significant. And as an evil party, it's surprising how often you want to take foes alive for various not so pleasant purposes. I must have utilized that IUS to get a foe into the unconscious threshold at least 1 out of every 3 fights, I did not expect the ability to dish out reliable nonlethal damage could be as handy as it was for us.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5871837, member: 35909"] I'm fine with the necromancy. :) In the time since creating this thread, I have 1) realized that I neglected to put Uncanny Dodge in at level 4 (but not Imp. Uncanny Dodge), though I had intended to; and 2) playtest the class in an actual game. Not the purest test, as it was gestalt (whisper gnome cloistered cleric / Shadowcraft Mage on one side, pure Ninja on the other; was an evil party, worshipped a god of shadows and creation that was homebrewed for the campaign's plot), and ended just before we hit 11th level, iirc, so no chance to test out the Ninjitsu Focus. Class worked fine in play. The maneuvers and skills never seemed too weak/limited nor too powerful / overshadowing. Spent a fair amount of rounds withdrawing to recover maneuvers, occasionally had to run, but when you're squishy (albeit with high AC) dps AND the white mage...enemies tend to be quite willing to find you. Especially with the gestalt cleric casting and MIC items, tactical use of the speed burst added interesting decisions to combat, I pretty much always had many things vying for that swift action. Sure does help when the healing spells are touch ranged to have super high mobility, though. Only minor issue with the speed burst was the fact that it made it difficult for an enemy w/o teleportation to escape from combat if he wanted to flee. But...that'd be an issue with any PC with significantly higher than normal speed, such as any druid. And unless the foe is very easy to finish off, could easily lead to the pursuer being caught in an ambush separated from the party, so I don't think it was a huge concern. I do also have to give special credit to the Improved Unarmed Strike. Even at only a d3 (in my case), when you have maneuvers, maybe some sudden strike, etc... adding to it, it's still significant. And as an evil party, it's surprising how often you want to take foes alive for various not so pleasant purposes. I must have utilized that IUS to get a foe into the unconscious threshold at least 1 out of every 3 fights, I did not expect the ability to dish out reliable nonlethal damage could be as handy as it was for us. [/QUOTE]
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