Keep in mind that prestige classes tend to be balanced to some extent by the prerequisites they have and the opportunity cost of taking those prereqs and taking levels in those classes instead of advancing in a base class for its own particular upper-level benefits and flexibility. A base class shouldn't necessarily be on-par with a munchkinized combo of prestige class level-dips and such. If you're not giving up something (taking a bunch of prereqs and shoehorning your character into a particular role for awhile), then you shouldn't be gaining the extra advantages of a prestige class. So don't try to balance a base class against an optimized combo of prestige classes.
Outlaw, Brigand, Vagabond, Trickster, Rebel, or Malcontent might work for a name, depending on the flavor and focus of the class. The class features need to specify whether they're extraordinary, supernatural, or spell-like, in many cases, since some of them are obviously magical and others not so obviously.
So, I'm building a base class, I call it the Ambuscade(name subject to change). He's kind of a mixture between a rogue, a ninja and an acrobat (yes htey are all kinda similiar). this is taking some of the features from all of these and some features from other classes i've come across. Thought i'd post what I have so far here and get some comments and opinions from anyone willing. Please try to keep it constructive. This is what I have so far;
Ambuscade
Abilities: Dexterity provides protection for the Ambuscade. Dexterity, Intelligence, Wisdom are important for a majority of the Ambuscade's skills. A high Strength will help the Ambuscade, on Jump, Climb and Swim checks. A high Intelligence will give more skill points. A high Wisdom will allow the Ambuscade to use his abilities more times per day
Alignment: Any non-good
Race: Any
Hit Die: d6
Class Skills: Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Skill points at first level: (7 + Int mod) x 4
Skill points at each addtional: 7 + Int mod
OKay, you need to reduce the skill points, and to an even number. Given the huge skill bonuses gained over time, I'd say you need to drop this to 4 skill points per level, and even that puts it in better shape skill-wise than a Rogue.
Corsair420 said:
[table=head]Level | BAB | Fort | Ref | Will | Abilities
1 | +0 | +0 | +2 | +0 | Sneak Attack +1d6, AC Bonus
2 | +1 | +0 | +3 | +0 | Evasion, Ghost Step
3 | +2 | +1 | +3 | +1 | Sneak Attack +2d6, Ambuscade +3
4 | +3 | +1 | +4 | +1 | Uncanny Dodge, Fast Movement(+10ft)
5 | +3 | +1 | +4 | +1 | Sneak Attack +3d6, Leap of the Clouds
6 | +4 | +2 | +5 | +2 | Uncanny Step, Ambuscade +6
7 | +5 | +2 | +5 | +2 | Sneak Attack +4d6, Spring Attack
8 | +6/+1 | +2 | +6 | +2 | Improved Uncanny Dodge, Fast Movement(+20ft)
9 | +6/+1 | +3 | +6 | +3 | Sneak Attack +5d6, Ambuscade +9
10 | +7/+2 | +3 | +7 | +3 | Ghost Rush, Ghost Strike
11 | +8/+3 | +3 | +7 | +3 | Sneak Attack +6d6
12 | +9/+4 | +4 | +8 | +4 | Ambuscade +12, Fast Movement (+30ft)
13 | +9/+4 | +4 | +8 | +4 | Sneak Attack +7d6 Improved Evasion
14 | +10/+5 | +4 | +9 | +4 | Perfect Landing
15 | +11/+6/+1 | +5 | +9 | +5 | Sneak Attack +8d6, Ambuscade +15
16 | +12/+7/+2 | +5 | +10 | +5 | Hide in Plain Sight, Fast Movement(+40ft)
17 | +12/+7/+2 | +5 | +10 | +5 | Sneak Attack +9d6
18 | +13/+8/+3 | +6 | +11 | +6 | Ambuscade +18
19 | +14/+9/+4 | +6 | +11 | +6 | Sneak Attack +10d6
20 | +15/+10/+5 | +6 | +12 | +6 | Fast Movement(+50ft)
[/table]
Special Abilities:
Sneak Attack: If an Ambuscade can catch an opponent when he is unable to defend himself effectively from an attack he can strike vital areas for extra damage. Any time an opponent would be denied their dexterity bonus to AC this damage is applied. Only weapon damage is multiplied on a successful critical hit, not the sneak attack damage
Ranged attack can count as sneak attacks only if the target is withing 30 feet.
Sneak Attack only works on living creatures with discernable anatomies. Undead, constructs, oozes, plants and incoporeal creatures cannot be effected by sneak attack as they lack vital areas(the exception to this rule is using the Ambuscades Ghost Strike ability to attack an incorporeal creature)
Given that you limit their Sneak Attack to only work when the foe gets no Dex to AC, you should probably call it Sudden Strike instead, like the Ninja's ability, so people don't get confused and think that it works whenever any other class' Sneak Attack would.
ALSO, you still need to list the class' proficiencies.
Corsair420 said:
AC Bonus: An Ambuscade is extraordinarily dexterous when Unarmored and unencumbered. The Ambuscade is able to add his Dexterity modifier and a half to their AC when unarmoed and unecnumbered, for example: if your deterity is an 18(a modifier of +4) your AC bonus from dexterity would be +6 instead of the normal +4. This bonus is also lost any time you would otherwise be denied your dexterity bonus to your AC.
Evasion: At 2nd level and higher, an Ambuscade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex save against attacks that normally deal half damage on a successful save(Such as the Fireball spell), he instead takes no damage. Evasion can be used only if the ambuscade is wearing light or no armor. A helpless Ambuscade (such as one who is unconcious or paralyzed) doesn't not benefit from evasion.
Ghost step: Ghost Step allows the Ambuscade to turn invisible for 1 round. Using this ability is a swift action that does not provoke an attack of opportunity. An Ambuscade is able to use this ability 2 time per day Plus his Wisdom modifier(minimum 1)
Ambuscade: This ability gives an Ambuscade a +3 bonus to Balance, Climb, Hide, Jump, Move silently and Tumble checks. This bonus increases by +3, every 3 levels(+3 at level 1, +6 at level 6, +9 at level 9 and so on).
Ambuscade should probably be a +2 bonus at each increment, for a total of +12 by 18th-level, and it should be a competence bonus like most other special skill bonuses (so it won't stack with some others into an obscenely high and unbeatable bonus).
Corsair420 said:
Uncanny Dodge: Starting at 4th level an Ambuscade can react to danfer before her senses would normally allow him to do so. He retains his Dexterity bonus to AC(if any) even if caught flat-footed or struck by an invisible attacker. He still loses this bonus if immobilized.
If the Ambuscade already has uncanny dodge from another class, he automatically gains Improved uncanny dodge (see below) instead.
You misspelled danger, as I highlighted above.
Corsair420 said:
Fast Movement: Starting at 4th level an Ambuscade benefits from a faster base land speed. This bonus starts at +10 feet at 4th level and increases by +10 every 4 levels after (+20 at 8th, +30 at 12th and so on up to +50 at 20th level. This Bonus is lost if the Ambuscade wears armor heavier then Light or while carrying a medium or heavy load.
As others said, the Fast Movement should be an enhancement bonus, and the ability should be supernatural. No human should be able to move at an 80-foot speed, for example, without developing supernatural speed. Even 60 or 70 foot movement speeds are beyond normal limits. A 50-foot or 55-foot
total movement speed with the Run feat might equate to the best Olympic champion sprinter, and that's with modern dieting, sports drinks, workout machines/programs, etc. The best a D&D sprinter might realistically manage without supernatural abilities might be a 50-foot movement speed.
Corsair420 said:
Leap of the Clouds: At 5th level an Ambuscades jumping distance(vertical or horizontal) is no longer limited accoirding to the characters height
Uncanny Step: On reaching 6th level an Ambuscade can take part of his move actions on a wall or other vertical surface so long as the movement begins and ends on a horizontal surface. If movement is ended before reaching a horizontal surface the Ambuscade falls, taking appropriate damage.
Treat Vertical surfaces as normal floor for the purposes of calculating distance. Passing the boundary from vertical to horizontal is equivalen to 5 feet of movement on normal floor. Opponents still get attacks of opportunity if the Ambuscade passes through their threat range. An Ambuscade can take other move actions in conjunction with uncanny step, such the Spring Attack feat, and the Tumble and Jump skills.
For instance, Kangling the ambuscade has a base land spped of 40 feet. she begins her action with her back to a wall facing some enemies who guard the building across the street. Kangling turns, runs up the wall for 10 feet, and then leaps 15 feet across the street(using the Jump skill and the Leap of the clouds ability) to land on the wall of the building the men were guarding, she then moves 5 feet to an open winfow and ends her movement on a horizontal surface by stepping through the window.
Forgot a "t" at the end of equivalent. Yeah, I'm a nitpicker. Not gonna bother looking for every typo, but I inevitably notice a few when skimming.
=Corsair420 said:
Spring Attack: At 7th level an Ambuscade gains the benefits of the Spring Attack feat even if he doesn't have the prerequisites.
Improved Uncanny Dodge: At 8th level or higher an Ambuscade can no longer be flanked; he can react to danger on opposite sides of him as easily as he can react to a single opponent. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has atleast 4 more levels of rogue then the target does.
If the character already has uncanny dodge from another class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character
Ghost Rush: Upon reaching 10th level an Ambuscade gains the use of the Ghost Rush ability 3 times per day. This ability allows the Ambuscade to charge an opponent using a special form of ethereal jaunt. Using this ability causes you to jaunt forward 10 feet at a time, each time in a different place in a loose line towards the enemy, this ability can be used in conjuction with Leap of the clouds and Uncanny step, allowing you to walk along walls and jump from place to place on the way to your target.
If the attack succeeds you catch your opponent off guard and are able to apply your sneak attack to the damage roll. If you miss the attack the use of the ability is wasted. If the target can see ethereal creatures whether through the True Seeing spell or some other means they are not caught flat-footed and they retain their Dexterity bonus to their AC.
Should note in IUD that Ambuscade levels or whatever are treated as rogue levels for purposes of flanking or avoiding flanking with Improved Uncanny Dodge and such.
Ghost Rush needs clarification on how it works with the move restrictions of a normal charge (i.e. how far off-course can the character move in a Ghost Rush? Do they still have to end the charge in the same spot that a direct, normal charge would have required? etc.). Also should specify that sudden strike also works with Ghost Rush, not just sneak attack.
Corsair420 said:
Ghost Strike: Ghost strike allows the Ambuscade to hit incorporeal targets 2 times per day plus his Wisdom modifier(minimum 1). This ability allows the Ambuscade to apply his sneak attack to damage rolls made against incorporeal creatures any time they are denied their dexterity bonus to their AC
Need to specify if Ghost Strike applies on that many ATTACKS per day, or that many ROUNDS per day. Also need to note the activation action.
Corsair420 said:
Improved Evasion: Improved evasion works like evasion except that even on a failed reflex save the Ambuscade takes only half damage from spells and effects that allow a reflex save for half damage. A successful save still lets the Ambuscade take no damage.
Perfect Landing: When the Ambuscade needs to make a quick escape, he doesn't always have time to take the stairs. Perfect landing allows the Ambuscade to leap from higher heights and take no damage from the fall. The ambuscade makes a jump check vs the distance he falls, if he succeeds he takes no damage, on a failed save damage is taken normally and the Ambuscade falls prone
Hide in Plain sight: At 16th level an Ambuscade is able to use to his hide skill even while being observed
Is Perfect Landing treated like a vertical jump? Is it treated as having a running start? These are important for determining the Jump check DCs, if you bother to check the Jump skill's description/tables.
Hide in Plain Sight should probably be gained at 20th-level, and it should clearly be supernatural. Maybe throw in Skill Mastery at 16th-level to fill that "gap" but have it limited to choosing skills from the Ambuscade feature's list of skills.
Corsair420 said:
Sorry about the weird format, notepad didn't translate well to the forum.
As you can see, hes not finished yet, i'm having issues trying to think of what abilities to give him to finish off the last few levels, i'm open to changing abilities or adding or removing some should the need arise.
I also made a prestige class I call the Shock Archer, its a ranger or fighter build focusing on using a bow to inflict more damage using lightning, if yall are interesting I can post him.
You can highlight text in a forum post when typing it or editing it, and choose the button that says "Wrap CODE tags around selected text." Or....
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NOW, as for the overall analysis........
It's definitely too-strong of a class as it stands right now, at least relative to any official mostly- or fully-nonspellcaster or nonmanifester class.
It gets roughly 6 to 15 feats worth of special abilities beyond what a standard rogue does, depending on how good or poor its proficiencies are, and depending on how much you value Hide in Plain Sight, Ghost Step, Ghost Rush, the Spring Attack without prereqs bonus feat, and just how high their Dexterity is before the AC Bonus 50% increase. And this is AFTER factoring in the skill point reduction, Ambuscade bonus reduction, and added Skill Mastery that I suggested above. Now, if you do replace Sneak Attack with Sudden Strike (since Sneak Attack normally applies whenever you flank an opponent, not just when they're denied Dex to AC), then the class is somewhat more reasonable.
I would suggest making some of the class features into options, and giving it one special ability from among those options at 2nd-level or 6th-level, and every fourth additional level (such as 10th, 14th, and 18th). Then just make sure that they get one or two fewer of those options than what you currently have them receiving. That might be enough to balance out the class.
Of course, we can't really be sure how closely it will balance out with a Rogue except through playtesting or normal use in play. But it's definitely too strong if you leave it as-is without any of the changes that I or others have suggested.