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Advanced Class -- thoughts?
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<blockquote data-quote="takyris" data-source="post: 639246" data-attributes="member: 5171"><p>Thanks, Pbar! Good thoughts.</p><p></p><p>I wasn't sure about Heroic Dodge. At first I was way too generous, and this is what I pared it back to under the thought of "It's an advanced class, not a prestige class." I mean, when you look at the tumbling requirement for entry, he can just fight defensively and get a +3 to Defense while taking a -4 to hit. This ability takes him to +5 to Defense and -4 to hit right off the bat, with no additional feat expenditure.</p><p></p><p>I had been thinking of (1/2 level+1), but that would allow a bonus of up to +6 at 10th level. I haven't played in enough d20 Modern games yet to know if a character of at least 13th level would be overpowered by getting a +9 to his Defense when Fighting Defensively.</p><p></p><p>Wrap Attack and Blinding Lash: Excellent idea. Consider it done. I'll say that they have to make the attack with appropriate hands and have the cloak considered Medium for disarming size but Light for purposes of Two-Weapon fighting. I'll also allow it to be used as the primary weapon if someone is otherwise unarmed -- I like the idea of someone taking a gun away from someone with their cloak, flipping it through the air, and catching it themselves. (And I can ALMOST sorta do this in my own real-life martial art, where I'm using a TOWEL as a fighting weapon)</p><p></p><p>Sneak Attack: I was really leery about the whole Sneak Attack idea in the first place. I was just dropping the Action Point cost, dropping the +2d6 damage, and making it "Sleight of Hand check as a free action each round, and guys who don't Spot it don't get Dex or Dodge".</p><p></p><p>As its written, the dice rolls are the only thing standing between the guy getting to burn an action point and attack his opponents with a bonus (they lose Dex and Dodge) to do an extra 2d6 damage on each strike, almost surely hitting that max damage threshold. I don't want it to be THAT easy for this guy to be an instadeath killing machine. Any thoughts on how to make this ability powerful without making it TOO powerful?</p><p></p><p>-Tacky</p><p></p><p>EDIT: I forgot to thank you for the feat suggestions. Those are pretty much what I was thinking, and the list is great. Except for checking to make sure it doesn't give more bonus feat possibilities than usual, consider it yoinked.</p></blockquote><p></p>
[QUOTE="takyris, post: 639246, member: 5171"] Thanks, Pbar! Good thoughts. I wasn't sure about Heroic Dodge. At first I was way too generous, and this is what I pared it back to under the thought of "It's an advanced class, not a prestige class." I mean, when you look at the tumbling requirement for entry, he can just fight defensively and get a +3 to Defense while taking a -4 to hit. This ability takes him to +5 to Defense and -4 to hit right off the bat, with no additional feat expenditure. I had been thinking of (1/2 level+1), but that would allow a bonus of up to +6 at 10th level. I haven't played in enough d20 Modern games yet to know if a character of at least 13th level would be overpowered by getting a +9 to his Defense when Fighting Defensively. Wrap Attack and Blinding Lash: Excellent idea. Consider it done. I'll say that they have to make the attack with appropriate hands and have the cloak considered Medium for disarming size but Light for purposes of Two-Weapon fighting. I'll also allow it to be used as the primary weapon if someone is otherwise unarmed -- I like the idea of someone taking a gun away from someone with their cloak, flipping it through the air, and catching it themselves. (And I can ALMOST sorta do this in my own real-life martial art, where I'm using a TOWEL as a fighting weapon) Sneak Attack: I was really leery about the whole Sneak Attack idea in the first place. I was just dropping the Action Point cost, dropping the +2d6 damage, and making it "Sleight of Hand check as a free action each round, and guys who don't Spot it don't get Dex or Dodge". As its written, the dice rolls are the only thing standing between the guy getting to burn an action point and attack his opponents with a bonus (they lose Dex and Dodge) to do an extra 2d6 damage on each strike, almost surely hitting that max damage threshold. I don't want it to be THAT easy for this guy to be an instadeath killing machine. Any thoughts on how to make this ability powerful without making it TOO powerful? -Tacky EDIT: I forgot to thank you for the feat suggestions. Those are pretty much what I was thinking, and the list is great. Except for checking to make sure it doesn't give more bonus feat possibilities than usual, consider it yoinked. [/QUOTE]
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