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<blockquote data-quote="doctorbadwolf" data-source="post: 7926579" data-attributes="member: 6704184"><p>nope just haven’t caught it in the refinement passes yet. </p><p></p><p> The speed bump ensures you can always move when using the ability. It’s small, essentially becoming a hybrid dash/hide when used as an action, and becoming a hybrid dash/hose cunning action when used as part of an attack action. Doing things as part of the attack action, while requiring bonus actions for shroud subclass abilities and placing shrouds, is how this class makes the action economy friendlier, just like rogues and monks have. </p><p>The intimidation ability involves a check because frightening with no chance of failure would be broken.</p><p></p><p> I’d consider this, but it would still give expertise in stealth. Having situational stealth expertise against shrouded targets isn’t quite enough to get the concept across. I might drop that part of shroud though, since it’s redundant. </p><p></p><p> all class abilities that require a save use the Executioner Save DC, which is defined after the Shroud mechanic, along with what an Executioner Weapon is, IIRC. </p><p></p><p> it’s comparable to deflect missiles, but Melee only. Any ability that costs shrouds can be paid from the pool or from those on a creature. I’ll find a place to make that clear. </p><p></p><p> I’ll note that they use your Executioner Save DC. The rest just works like any poison, and so maybe a sidebar is in order, but that can wait until more of the other work is done. </p><p></p><p> this is basically a shadow action. It could be a reaction instead, but I’ll just note to watch it in playtesting for now. </p><p></p><p>the rest I’ll respond to later, after another review of those features. Thank you for the feedback.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7926579, member: 6704184"] nope just haven’t caught it in the refinement passes yet. The speed bump ensures you can always move when using the ability. It’s small, essentially becoming a hybrid dash/hide when used as an action, and becoming a hybrid dash/hose cunning action when used as part of an attack action. Doing things as part of the attack action, while requiring bonus actions for shroud subclass abilities and placing shrouds, is how this class makes the action economy friendlier, just like rogues and monks have. The intimidation ability involves a check because frightening with no chance of failure would be broken. I’d consider this, but it would still give expertise in stealth. Having situational stealth expertise against shrouded targets isn’t quite enough to get the concept across. I might drop that part of shroud though, since it’s redundant. all class abilities that require a save use the Executioner Save DC, which is defined after the Shroud mechanic, along with what an Executioner Weapon is, IIRC. it’s comparable to deflect missiles, but Melee only. Any ability that costs shrouds can be paid from the pool or from those on a creature. I’ll find a place to make that clear. I’ll note that they use your Executioner Save DC. The rest just works like any poison, and so maybe a sidebar is in order, but that can wait until more of the other work is done. this is basically a shadow action. It could be a reaction instead, but I’ll just note to watch it in playtesting for now. the rest I’ll respond to later, after another review of those features. Thank you for the feedback. [/QUOTE]
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